@Liadri here is more along the lines of what i had in mind for warrior/sorcerer advanced job
Battlemage
Staff training - Staff becomes a melee weapon, deals hybrid (0.7 str 0.7 int) damage (requires staff channeling)
Enchanted Blades - Non-staff weapons you wield deal hybrid (0.7 str 0.7 int) damage
Mystic Momentum - Staves in your hands are considered large, but when attacking your intelligence is lowered to your stregnth if int>str (requires staff training)
Arcane Fortress - Gain 20% wizard's endurance when using heavy armor
Elemental strikes - Gain access to two physical specials that can exploit elemental weaknesses (requires whitefire, ice spike known)
Might and Magic - Gain access to a physical special that executes a normal attack followed by a lightning bolt(requires elemental strikes, lightning bolt known)
Don't Count Me Out - Heal will not fail when health is bellow 30%
It would be easier to make one perk for weapons instead of making 2 perks.
explain mystic momentum a bit more and more accurately define how it works
I get the fact that heavy armor and battle mages go together but explain how this makes sense.... but oh well
With how CoC is, I've noticed barely noticed a difference in how magic and physical attacks against enemies other than how high the PC's stats are. Why not at spell that involves super heating bladed weapons then add another perk n top of it to auto cast it. It will apply a dot based on a percentage of the attack, stack and remain for a number of rounds, it may be small but if ( I forget if the double attack is a job perk) the double attack is applied it can get quite... irritating for enemies. Great for enemies with a larger amount of health but I don't think golems should be affected due to them being made out of rock, maybe hell hounds too, and any in that lava area... An Ice based version would eat away at their speed and stack without limit but reduce their lust to compensate, and enemies from the glacial rift would be unaffected. I would make a menu to switch between them and that white magic spell I can't remember the name of, in the perk menu.
Huh.... I would give the lightning bolt a 15% chance to stun and have the lightning strike displayed much like a double attack would be. In order to compensate a bit I would have the greater of the 2 attacks, cut by half. Because let's face it...
Perks like these tend to break the game... instead I would have the chance for the PC's blocking ability to increase or how about "defensive ground" which causes them to switch tot the defense, reducing attack but allowing them to take more punishment.
Arcane shield: an increase in defense by 10% while physical attacks are reduced by 15%
For mage/ sorcerer job I would have a decrease in the physical damage they are able to dish out and the exact opposite for battle mage. When it comes to hybridized classes I would have the draws backs of the first selected be dominant over the other, while the second would be only a 1/4th of what it should be.
The biggest mistakes I see when it comes to the affects of perks is that they have no.. drawbacks or they have no balancing attributes in equations present in the code.
Spells are normally used because of the extra effects they can cause, outside of spells meant to directly alter stats... CoC Lacks this.
Stop coming up with OP perks, the point of my rantings is to prevent a "wannabe god" scenario.
To compensate for some perks related to lust resistance being in under the seducer job... why not make lust resistance something that is trainable and limit it to like 1 percent a day, up to a max of 50? The idea for the pc tot train can be triggered after a few days in game (10?) and with at least 25 int. To balance it maybe introduce an effect similar to how the worms monkey with the lust stat in comparison with the other perks or so, creating an "overlapping" effect.
Also last time I played, haven't checked recently... The threshold involving the types of magics was a pin in the ass. Especially when the minimum lust was raised... was that ever compensated for?... because IK perks were added to increase the total or max lust. maybe base the threshold off of a percentage instead of a 'hard number'.