A little suggestion?
There is this mostly unused brick called vampirism, which brings back a % of the dmg inflicted. It is mostly useless on single target spells but with AoE, you get back more hp than you spend, more so since the AoE has been improved.
I am sure you all can find applications for it
Elemental magic....
Re: Elemental magic....
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Mazupty / Synergy Guild
Mazupty / Synergy Guild
Re: Elemental magic....
Ah, nice idea. I have all to much magic sp stored anyway, just waiting to be spend on some fun actions.bmaze wrote:A little suggestion?
There is this mostly unused brick called vampirism, which brings back a % of the dmg inflicted. It is mostly useless on single target spells but with AoE, you get back more hp than you spend, more so since the AoE has been improved.
I am sure you all can find applications for it
Artean
"In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move." D.A.
"In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move." D.A.
Re: Elemental magic....
I pretty much agree with the whole premise of the nerf. It's great that meele fighters and the like are being given a reason and place in the world of Ryzom.
I do however think this was a missed opportunity. Even if the reasons behind such a nerf were needed, one group was going to get upset. They could of lessened the blow felt by many by taking the opportunity to review the other offensive magic skills, some of which people have been saying needed a look at for some time.
Vampirism, mentioned above is a good example. I still think it is of very very limiting use. Over all the lose outweighs the gain as the amount it costs the the possible gain is so slight. It may cost 160, you gain 245, you need to shot a mob 3 time, but on the last shot it has only a few hp left, so you only gain that much. Might be good for boss hunting, where you are shooting the same mob over and over...if you can hit most of the time, but other than that when I was testing it, I always seem to lose more than I was gaining.
For missile spells with AoE I thought it was of limited use also, even with the power increase. I have to hunt in places like the void if I want xp, everything else is pretty much action too easy. I can't imagine my party being that happy with me if I start firing bomb at that group of Plods:]
So basically, good nerf. Just a missed opportunity to look at Affs and others. Because, sadly, from what I am seeing, even after the nerf, sitting there nuking away can still done and still the thing to do.
I do however think this was a missed opportunity. Even if the reasons behind such a nerf were needed, one group was going to get upset. They could of lessened the blow felt by many by taking the opportunity to review the other offensive magic skills, some of which people have been saying needed a look at for some time.
Vampirism, mentioned above is a good example. I still think it is of very very limiting use. Over all the lose outweighs the gain as the amount it costs the the possible gain is so slight. It may cost 160, you gain 245, you need to shot a mob 3 time, but on the last shot it has only a few hp left, so you only gain that much. Might be good for boss hunting, where you are shooting the same mob over and over...if you can hit most of the time, but other than that when I was testing it, I always seem to lose more than I was gaining.
For missile spells with AoE I thought it was of limited use also, even with the power increase. I have to hunt in places like the void if I want xp, everything else is pretty much action too easy. I can't imagine my party being that happy with me if I start firing bomb at that group of Plods:]
So basically, good nerf. Just a missed opportunity to look at Affs and others. Because, sadly, from what I am seeing, even after the nerf, sitting there nuking away can still done and still the thing to do.
Re: Elemental magic....
I believe that you gain the full amount of the vampirism spell even though the creature has a few hp left. I could be wrong but that is my recollection. I've found that vampirism is most useful when you want to switch from nuking to melee, e.g. fill up the hp while not caring about your sap.dmarxs wrote:Vampirism ... but on the last shot it has only a few hp left, so you only gain that much.
High Officer of Aeden Artisans
Re: Elemental magic....
Not sure on that, I shot a mob, it needed three shots. First two hit and I got the full vamp amount back as it says in the system window, on the last shot there was only a little bit of hp left on it, the system window said I gained 3 hp vamp back, at a cost of vamp 160...?
Not saying it's terrible, but I always seem to fall a little short in what I'm spending to what I'm gaining.
Not saying it's terrible, but I always seem to fall a little short in what I'm spending to what I'm gaining.
Re: Elemental magic....
Well, then the answer to that would simply be not to use vampirism on your last shotdmarxs wrote:Not sure on that, I shot a mob, it needed three shots. First two hit and I got the full vamp amount back as it says in the system window, on the last shot there was only a little bit of hp left on it, the system window said I gained 3 hp vamp back, at a cost of vamp 160...?
Not saying it's terrible, but I always seem to fall a little short in what I'm spending to what I'm gaining.
It seems to me that as long as the creauture has enough health, vampirism returns exactly the amount of health that it costs to cast using a health/sap credit, so it could in theory be used to convert sap into an equal amount of health, which might actually be usefull now that sap heal is stronger than life heal.
Bombs and sprays aren't really usefull in normal hunting. They're like launchers; toys to be used in massive battle events. Though in that situation they should be effective, which they weren't pre-patch and (I believe) they are now. Pre-patch using bomb meant that instead of doing 1000 damage to one target you'd do 200 damage to 5 targets, so the same total damage for almost double the cost. Now using bomb means instead of doing 1000 damage to one target you do 500 damage to 5 targets, so more than double the damage for less than half the cost.
Anyways, main point is that single missiles, time credits, vampirism and AoE all have a purpose now. No more one-size-fits-every-situation fast double missile. Yay!
Re: Elemental magic....
And if your Vamp misses, you get nothing back.
~ Noinossalg (Noin to most) ~ OmegaV ~ King Of Nexus ~
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~ Adventurer First ~ Home: Windermeer ~ Residence: Arispotle ~
~ The Windermeer Male Fashion Show Champion ~
~ Ubi major, minor cessat - The weak capitulate before the strong ~
Re: Elemental magic....
I assume you mean if your spell is resisted... hmm, good point, that would tilt the scale towards a net loss. Darn, and here I was all excited it might have some use now.marct wrote:And if your Vamp misses, you get nothing back.
Re: Elemental magic....
Shrugs, I can use any double spell I did before, minus a little damage to make up for the extra cost. Even chain killing with a healer ... if you consider the overhead time of looting for pop and hitting your heal-the-healer macro as needed, exp is only a bit slower than it was.
Re: Elemental magic....
I can tell you're a digger..grimjim wrote:So open with a powerful double and then cast singles.
Arachnea
The New Hope
Dig ,Craft, Sell, Repeat as needed
The New Hope
Dig ,Craft, Sell, Repeat as needed