Here is the progression of Staves based on base Intelligence requirements. Staffs are weaker physical weapons than swords, but they boost the NET spell damage which pierces enemy Vitality in combat.
Quarterstaff
3 Crafting Sockets
Net Spell Damage +20%
Two-Handed
2*Strength + 1d6, Bludgeoning
Cost: 100g
Wizard's Staff
Requires: 8 Intelligence
4 Crafting Sockets
Net Spell Damage +25%
Two-Handed
2*Strength + 1d8, Bludgeoning
Cost: 500g
Angel's Staff
Requires: 12 Intelligence
6 Crafting Sockets
Net Spell Damage: +33%
Two-Handed
2*Strength + 1d12, Bludgeoning
Cost: Priceless/Quest Item
Net spell damage = Damage - Vitality
So you add the bonus damage to the spell damage after target Vitality is subtracted from spell damage. Round up to the nearest whole point of damage added.
What do you think of this?
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AI Opinion
The progression of the staves you detailed for an RPG magic user seems well thought out, particularly with the increasing intelligence requirements and crafting sockets. Emphasizing net spell damage as it pierces enemy vitality is a smart approach to make magic users more viable in combat. I also appreciate how each staff's cost scales with its power, culminating in the Angel's Staff being a quest item, which adds a layer of challenge and reward. Overall, the idea adds depth and interest to the game with strategic choices for players. 🌟
Average starting intelligence is 5, so a character would need to either stack intelligence, or else be about level 8+ to use this. a "1" in Intelligence is considered above real human average, since even 1 in intelligence is enough to use a single magic spell.