ok, so we add to the benifits:
Can use in astral against astral targets (This is huge!) vs elemental effects (utility and slightly more damage over time)
...equation is still imbalanced guys...you add 1 to both sides it doesn't change equivialence....and in this case, targeting astral is more like adding 2 since its something that indirect can't do
at all but direct spells still deal damage....and with lower drain codes means you can cast at higher force dealing more damage...
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Not sure where you pulled your 60%+ figure from
5 is right next to 6, thats a typo. But that also gets me thinking because if its just more than 50%, your majority factor isn't large enough to matter most of the time. Majority factor, especially given the fact that direct spells still have means of dealing with protected targets.
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None of this even starts to touch on the nature that indirects are stylistically meant to be hard to use in SR as a matter of canon.
I already mentioned that I don't like this.
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Not only that but the sheer number of people who have no idea how much they increase drain with these sledgehammer tuning tactics. Just to give an example... on 10 dice drain... just to keep the sample size small.. the same shape still applies at higher dice pools. On 2 drain, there's just under a 2% chance of 2 drain, and just over an 8% chance of 1 drain. That's an average of 0.12 drain for 2 on 10 dice. HOWEVER, adding 1 more drain... 2% of 3 drain, 8% of 2 drain, and 20%! of 1 drain. The average drain goes up to .42! The average drain has MORE THAN TRIPLED! If I go up, to a drain of 4, 2%-4, 8%-3, 20%-2, 26%-1 Average: 0.98 again more than doubled. That's why I refer to these gross drain massive drain adjustments as ignorant of how the dice actually work.
Note I never once said that "I" would increase drain. I just said that as they are now, they are imbalanced and there needs to be an adjustment somewhere.
And so what if their drain goes up to ".42!'...thats still lower than an equivalent indirect spell (by measure of merit). Your only looking at it in context of itself, not as a system.
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The bits on stealth as well... where is it written that flamethrower makes any sound for example. Nowhere.
yeah, but its fire...suddenly your setting off all the fire alarms....thats really stealthy there. Oh yeah, and its fire! so it lights up that dark room something fierce...sure thats not gonna attract the attention of the night guards.
Or perhaps your using lightning...Thunder anyone? Sure there are silent/stealthy options for indirect spells, but they are harder to come by and not the most common of spells, and I believe they pay for it in higher drain.
Also there is the fact that Stunball/bolt (one of the staples of direct spells) is one of the cheapest spells to cast, quiet, and leaves them alive! stun damage! This is a benefit remember?
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Trusting Falconer's math from the other thread, a casting DP of 15 will fail to beat OR5 around 40% of the time. That's not insignificant, and a casting DP of 15 is not either, especially when you factor in visibility modifiers, wound modifiers and other stuff bringing it down. As for moving 2m to (tadaa!) suddenly get LoS, that certainly isn't always the case. You won't get LoS on that CorpSec guy hunkered down behind a crate the other side of the warehouse by moving 2m or even 10m - you're gonna have to go around or over the crate to see him (or, as Yera suggested, send a spirit to smoke him out).
First off, you should never trust someone else's math. Second, I already noted that having to deal with object resistance and line of site is a negative to direct spells, and benefit for indirect spells. And as you mentioned, mages are not operating in a vacuum. There are several ways for them to flush that target out of cover, including using your spirit/sam buddy. and also the fact that if you can't see him he most likely doesn't have line of sight to you either, in which case your not getting shot at by him..in which case you can delay your action until he pops out to shoot you...stun him then. Line of sight is not that big of a deal for directs....OR on the other hand can be troublesome. But you can also just cast again (or perhaps multicast? not sure if that will work or not).
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As for stealth, remember that the threshold for noticing a spell being cast is 6-F, so at the mook-toasting F being thrown around as examples in this thread, directs are pretty much as unsubtle as the indirects, although I guess at least the sprinkler system won't be set off by a powerball.
Correct me if I'm wrong, but this is to notice the spell
being cast, not notice the effects of said spell. In other words, thats only gonna matter if they can see you while your casting it. Stunball/bolt is invisible. If they have their back to you as your hiding in a dark corner, you can start casting without them noticing for the most part, and if they do, by the time they open their eyes wide in surprise, they are already unconscious. And nobody else will notice unless they can clearly see the guard you just stunned fall over.
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I am not saying you and Neraph should not change drain codes on your tables if you want to see mages tossing around indirects more often, but I do think that things should become so generic that the mage thinks "For my 3 drain code should I go Powerbolt flavour or Flamethrower flavour?".
This I think underlines where you may be misunderstanding me. Generic is not what i'm looking for. In fact as I said, spells should not be the same but have equal value, all else being equal. One spell should be better than the other 50% of situations (if costs are the same). If one costs less than the other, it should be less useful most of the time. If something is MORE useful than the other, it should cost more.
Cost doesn't have to be drain. And their
costs don't have to be from the same pool.
In this way the costs for the spells are the negatives that I already mentioned, and not all of those are equal. Having to deal with OR costs more than Line of Sight (in my opinion). Having higher drain value costs more than line of sight. Being easily noticed has higher cost as well.
In costs, the two are pretty close, if slightly weighted in favor of direct spells in my opinion.
Value added benefits on the other hand still strongly favors direct spells.
Edit: a few quick typo fixes