A lot of actions either have no explanations or if they have there is too little. So here goes:
Harvesting:
-----------
- What is the difference between Harmful and Gentle extraction? I suppose it makes me choose between security and... what exactly? More yield per node, better quality, all or none of the above?
- We have a 'speed' action brick. Does it mean that within the timeframe of the life of the node I'll be able to mine it faster and thus get more quantity? Or does it mean that I'll still mine the same quantity but faster?
- 'Rate' action brick. Does it actually mean "yield"? Is this one supposed to make me extract more out of a node in the same timeframe?
- When I start Harvesting, I see two lines in the system chat: one giving me the maximum quality of this node and another saying something like "The is a node of mode X". What does this mean? I suppose it has to do with stability, as I seem to have noticed that nodes of 'mode 0' seem to explode more than the others. Can we have more information about that?
Also, this 'mode' message seems out of place. In a game where the devs went out of their way in order NOT to implement a proper con system and used tons of meaningless adjectives instead, like 'scampering', 'weanling', etc., I wish this last sentance was replaced by something more like "This is a 'vigorous' node" or something.
Combat:
-------
- The aggro indicator in the target window doesn't work, does it? If the Gingos have the same color as the Yubos I don't want to be anywhere in the galaxy where the truly red aggro mobs reside.
- Bleed action. I read and re-read the action description but still don't understand. What are the odds of the action to be successful, the odds of the hit to land and those of the actual Bleeding to occur?
And what are the effects? When the mob starts to 'bleed massively' I get no feedback messages in the System Messages window about the actual damage it takes, no overhead damage figures that I could dissociate from my regularweapon hits, I only get a message that the mob stopped bleeding. Kinda hard to figure out whether an upgrade of this skill is worth the massive loss of Stamina it entails.
- Optimal skills. Some skills say that their effect is 'optimal at skill level 25' for instance. Does it mean that until that level the ability to proc is lowered, or the effect, or all of the above? What about when you are way past the skill, for instance when you are at 35 in Melee but still using a skill that is optimal at 25? Does its effect or proc chance deteriorate?
When a piece of Armor says it is for lvl 25, does it protect less before, to the maximum at 25, and again less past level 25? I didn't notice any difference in the Info screen.
General:
--------
- How can I move a custom-made action into another hotkey bar?
- When wearing heavy Armor we suffer some Penalty.
What are its effects on a Fighter? Lower chance to dodge/parry, lower damage, lower attack speed, lower chance to hit, all of the above, or just increase the stamina cost? Any way to quantify the impact (if there is one besides stamina)? It's not like I will have enough money anytime soon to try full sets or Light/Medium/Heavy armor.
Any pointers? I want to be a heavy fighter, should I go Heavy Armor + 2H sword, or there are better combinations?
What effects does this Penalty have on Harvesting and Crafting? Lower success chance, lower quality?
- How is melee damage calculated? On my 2HS I have figures like 'Min damage=90, Max Damage=90, Damage per minute=19". How come then that with these figure I can hit for 15 dmg?
And what does the "damage per minute=19" mean? Is more like "swings per minute=10", i.e. a measure or a weapon's speed? I noticed that the 'dpm' is much higher on daggers even though I am doing crap damage, though I guess it's the number of swings.
- How is Armor protection calculated? I have for instance "Protection: 46.9%, vs Slash: 23". So is it that when a mob hits me with slash for 100 dmg, I only receive 54, the other being mitigated by the Protection? This seems to be the case when I look at the values in the System window. But how does the 'vs Slash' work? It doesn't seem to be taken into account in the System window figures.
- Swapping weapons/tools/armor is a major pain. The (very few people) I met online said that it was supposed to be difficult by design but difficult and challenging don't mean tedious. You can let us hotkey various equipment items (or at least let us do that in macros), then animate or freeze us on a timer until the action is actually finished. The way it is now is just a chore. Will this ever be implemented?
- Are there containers in the game? Inventory management is yet another chore. We don't have a bank (which btw throws us back to like 5 years behind, hello AC1!), we can't sort items on the Trade screen, and when making armor we must make sure that we don't sell ours when selling what we crafted for exp. Any help in this area is welcome, computers and software were made to make life easier, not harder .
Thanks. Any help is appreciated.
A few questions
Re: A few questions
Harmfull is damaging more sourse so it will explode faster and have less duration. Normaly you will get gentle something after agresive something so you will be able to start using it earlier and wield more moaterials, faster and better quality.. in end nobody is using gentleneofit26 wrote:A lot of actions either have no explanations or if they have there is too little. So here goes:
Harvesting:
-----------
- What is the difference between Harmful and Gentle extraction? I suppose it makes me choose between security and... what exactly? More yield per node, better quality, all or none of the above?
Mine faster get more ...- We have a 'speed' action brick. Does it mean that within the timeframe of the life of the node I'll be able to mine it faster and thus get more quantity? Or does it mean that I'll still mine the same quantity but faster?
The rate with wich quality of material will rise to it's ceiling- 'Rate' action brick. Does it actually mean "yield"? Is this one supposed to make me extract more out of a node in the same timeframe?
It is working better if you are over that skill ...- When I start Harvesting, I see two lines in the system chat: one giving me the maximum quality of this node and another saying something like "The is a node of mode X". What does this mean? I suppose it has to do with stability, as I seem to have noticed that nodes of 'mode 0' seem to explode more than the others. Can we have more information about that?
Also, this 'mode' message seems out of place. In a game where the devs went out of their way in order NOT to implement a proper con system and used tons of meaningless adjectives instead, like 'scampering', 'weanling', etc., I wish this last sentance was replaced by something more like "This is a 'vigorous' node" or something.
Combat:
-------
- The aggro indicator in the target window doesn't work, does it? If the Gingos have the same color as the Yubos I don't want to be anywhere in the galaxy where the truly red aggro mobs reside.
- Bleed action. I read and re-read the action description but still don't understand. What are the odds of the action to be successful, the odds of the hit to land and those of the actual Bleeding to occur?
And what are the effects? When the mob starts to 'bleed massively' I get no feedback messages in the System Messages window about the actual damage it takes, no overhead damage figures that I could dissociate from my regularweapon hits, I only get a message that the mob stopped bleeding. Kinda hard to figure out whether an upgrade of this skill is worth the massive loss of Stamina it entails.
- Optimal skills. Some skills say that their effect is 'optimal at skill level 25' for instance. Does it mean that until that level the ability to proc is lowered, or the effect, or all of the above? What about when you are way past the skill, for instance when you are at 35 in Melee but still using a skill that is optimal at 25? Does its effect or proc chance deteriorate?
Recreate it again ..When a piece of Armor says it is for lvl 25, does it protect less before, to the maximum at 25, and again less past level 25? I didn't notice any difference in the Info screen.
General:
--------
- How can I move a custom-made action into another hotkey bar?
You will use more stamina, spells casted use more whatever and so on.. basicly you will get "tired" faster (out of stamina)
- When wearing heavy Armor we suffer some Penalty.
What are its effects on a Fighter? Lower chance to dodge/parry, lower damage, lower attack speed, lower chance to hit, all of the above, or just increase the stamina cost? Any way to quantify the impact (if there is one besides stamina)? It's not like I will have enough money anytime soon to try full sets or Light/Medium/Heavy armor.
Any pointers? I want to be a heavy fighter, should I go Heavy Armor + 2H sword, or there are better combinations?
In ryzom you can go Tank OR damage dealer... Tank = Heavy armour, shield, mace to slow enemy and resist longer.. Damage dealer light to medium armour ... hard hitting weapon with heavy stanza using.
min damage and max damage is based on your level and how much of actual weapon you can use. ql 30 weapon damage 100 used by lv 20 fighter will wield min damage around 80 or less basicly you are not skilled enough to use that weapon to its maximum.
What effects does this Penalty have on Harvesting and Crafting? Lower success chance, lower quality?
- How is melee damage calculated? On my 2HS I have figures like 'Min damage=90, Max Damage=90, Damage per minute=19". How come then that with these figure I can hit for 15 dmg?
And what does the "damage per minute=19" mean? Is more like "swings per minute=10", i.e. a measure or a weapon's speed? I noticed that the 'dpm' is much higher on daggers even though I am doing crap damage, though I guess it's the number of swings.
if you get hit your armour is able to protect you for value that is CAPED by that number so anyone hiting you with slash for 50 damage and more your armur will stop 23 damage. if you are hit fo 30 damage your armour will stop only 14 damage as it is 47% ... if you get hit for 100 damage your armour wil protect for 23 damage etc... hpe you get idea
- How is Armor protection calculated? I have for instance "Protection: 46.9%, vs Slash: 23". So is it that when a mob hits me with slash for 100 dmg, I only receive 54, the other being mitigated by the Protection? This seems to be the case when I look at the values in the System window. But how does the 'vs Slash' work? It doesn't seem to be taken into account in the System window figures.
AGREE !!!!- Swapping weapons/tools/armor is a major pain. The (very few people) I met online said that it was supposed to be difficult by design but difficult and challenging don't mean tedious. You can let us hotkey various equipment items (or at least let us do that in macros), then animate or freeze us on a timer until the action is actually finished. The way it is now is just a chore. Will this ever be implemented?
Lol there is TON of conteiners you can buy packing animal as first thing, then you can buy house, then you have guild saving. Best of all is that packing animal is MOVING bank !! where you go it go after you or you can leave it in stable at any town adn then you will use it as bank as you visit ANY stable in game...
- Are there containers in the game? Inventory management is yet another chore. We don't have a bank (which btw throws us back to like 5 years behind, hello AC1!), we can't sort items on the Trade screen, and when making armor we must make sure that we don't sell ours when selling what we crafted for exp. Any help in this area is welcome, computers and software were made to make life easier, not harder .
Thanks. Any help is appreciated.
uffff man you are asking too much i hope this anwered some of questions and one thing i hope is that monster sufix (vigorous suckling etc) withh get translated to something meaningfull
Re: A few questions
Thank you silverio, this was very helpful.
Gentle = less chance of an explosion, but less quality and quantity.
Harmful = more dangerous, but better quality and quantity.
Right?
"Nobody is using Gentle": why? because it came first in the menu or because it is better? I am also a warrior and am raising my HP everytime I have the chance, I don't mind a few explosions here and there. I chose Harmful, was I right?
Re: penalty for Fighters:
Any idea about the penalty effects on crafters and harvesters? Does it only affect stamina/focus or the quality/quantity as well?
Then, as a side note I don't think that a bank available to any noob from level 1 as in almost any other game is the same thing as having to cough up 119K for extra storage, what with the heavy cost of armor and weapons upgrade. Then, how do these pack animals behave? Can I tell one to wait in the city while I go fighting? Will it follow me everywhere? And more importantly, are they fully functional now?
And there is plenty more where it came from. Now don't blame *me*silverio wrote:uffff man you are asking too much
I am not sure I understand this one. So:Harmfull is damaging more sourse so it will explode faster and have less duration. Normaly you will get gentle something after agresive something so you will be able to start using it earlier and wield more moaterials, faster and better quality.. in end nobody is using gentle
Gentle = less chance of an explosion, but less quality and quantity.
Harmful = more dangerous, but better quality and quantity.
Right?
"Nobody is using Gentle": why? because it came first in the menu or because it is better? I am also a warrior and am raising my HP everytime I have the chance, I don't mind a few explosions here and there. I chose Harmful, was I right?
Re: penalty for Fighters:
Is stamina consumption the only thing that is affected by Penalty for a Warrior? If so then I don't understand why I can't be both a tank and a damage dealer, as long as I have enough stamina for a whole fight. Sure, I'm still young, and probably haven't seen more advanced styles that may use half my capped stamina bar or something...You will use more stamina, spells casted use more whatever and so on.. basicly you will get "tired" faster (out of stamina)
In ryzom you can go Tank OR damage dealer... Tank = Heavy armour, shield, mace to slow enemy and resist longer.. Damage dealer light to medium armour ... hard hitting weapon with heavy stanza using.
Any idea about the penalty effects on crafters and harvesters? Does it only affect stamina/focus or the quality/quantity as well?
What I am more worried about is how, at skill 32+ in melee, using a min/max 92/92 crafted lvl 30 2H sword, I deal 15-40 points worth of damage on some hits, using Increase Damage 2. I am above lvl 30 in Melee, shouldn't I be dealing a minium of 90 (minus the mob's armor) on a regular hit, up to a maximum of 92x2 for an Increased Damage hit?silverio wrote:min damage and max damage is based on your level and how much of actual weapon you can use. ql 30 weapon damage 100 used by lv 20 fighter will wield min damage around 80 or less basicly you are not skilled enough to use that weapon to its maximum.
I wasn't talking about static storage but containers, like bags you can put into your inventory to sort out the mess. Like one bag where you put your own set of armor, another one where you put for instance Armorcrafting materials of lvl 30+ for later use, another one for the quest items, etc. It's not a new concept either, almost every other game has that.silverio wrote:Lol there is TON of conteiners you can buy packing animal as first thing, then you can buy house, then you have guild saving. Best of all is that packing animal is MOVING bank !! where you go it go after you or you can leave it in stable at any town adn then you will use it as bank as you visit ANY stable in game...
Then, as a side note I don't think that a bank available to any noob from level 1 as in almost any other game is the same thing as having to cough up 119K for extra storage, what with the heavy cost of armor and weapons upgrade. Then, how do these pack animals behave? Can I tell one to wait in the city while I go fighting? Will it follow me everywhere? And more importantly, are they fully functional now?
Re: A few questions
Exactly on the first two sentences.neofit26 wrote:Gentle = less chance of an explosion, but less quality and quantity.
Harmful = more dangerous, but better quality and quantity.
Right?
"Nobody is using Gentle": why? because it came first in the menu or because it is better? I am also a warrior and am raising my HP everytime I have the chance, I don't mind a few explosions here and there. I chose Harmful, was I right?
Nobody's using gentle because it gives you less exp and consumes more focus or whatnot. There is an issue about Kamis and overexploiting the resources, so in theory gentle should prevent the wrath of the Kamis if you're going too far with your pick. Currently, that feature isn't implemented yet (as far as I know, and I may not know since I can't get in-game).
Harmful is the way to go, at least at the moment.
Stamina consumption and hp consumption are the ones that will be affected by malus (penalty). As for the hp consumption, you'll just lose more hitpoints than without penalty if you use action that has hp credits in it.Is stamina consumption the only thing that is affected by Penalty for a Warrior? If so then I don't understand why I can't be both a tank and a damage dealer, as long as I have enough stamina for a whole fight. Sure, I'm still young, and probably haven't seen more advanced styles that may use half my capped stamina bar or something...
Any idea about the penalty effects on crafters and harvesters? Does it only affect stamina/focus or the quality/quantity as well?
You'll learn eventually to adjust your stamina usage, it isn't a big deal in the end. Do check my guide about that, it may or may not help you. It's a basic guide, essentially.
For crafter/harvester the penalty will affect on the focus usage, but for crafter it will also affect on the quality of the product. It is a VERY big no no to craft while wearing medium/heavy armor.
As far as I know there isn't a minimum damage value. What you're looking in the weapon's info window are weapons' max damage and your max damage with the weapon in question. It all depends on your and the mob's level: if you're higher in levels than the mob you fight against you should be dealing more damage overall, and you hit those max damages more often. If the mob is higher than you, you'll be lucky if you hit the max damages to it.What I am more worried about is how, at skill 32+ in melee, using a min/max 92/92 crafted lvl 30 2H sword, I deal 15-40 points worth of damage on some hits, using Increase Damage 2. I am above lvl 30 in Melee, shouldn't I be dealing a minium of 90 (minus the mob's armor) on a regular hit, up to a maximum of 92x2 for an Increased Damage hit?
It's either following you, standing still and not reacting at all or safe inside the stable. It will follow you everywhere until you command it to stop. It won't follow if you teleport though.Then, how do these pack animals behave? Can I tell one to wait in the city while I go fighting? Will it follow me everywhere? And more importantly, are they fully functional now?
Last edited by Eshin on Mon Sep 20, 2004 4:09 pm, edited 1 time in total.
Reason: Added more about penalty on crafting/harvesting
Reason: Added more about penalty on crafting/harvesting
"Don't panic!" -Muffy
One minute, and a pack of torbaks led by Spinah, later:
"Ok, where do we spawn?" -Troxyvine
One minute, and a pack of torbaks led by Spinah, later:
"Ok, where do we spawn?" -Troxyvine