after battling in the dunes for a few days now i kinda wished magic damage against other players was still halved. even with the new jewels and there resists battles are more or less kinda a 2-3 hit thing and well in digging gear its 1 shot and your going down.
At least with half magic damage and the new jewels battles would be a little more interesting and also give the poor melee person a chance who only really has a chance if they have magic shield aura and also buys a little more time for diggers to escape.
but well what do you guys think? good or bad idea?
PvP and Magic Damage
PvP and Magic Damage
Maruth
Fellowship of Atys
Fellowship of Atys
Re: PvP and Magic Damage
I think this would make a battle never end. If the mages only did half the damage the healer would have no problem keeping everyone healed.
It dose seem the melee could use a little more help from the Devs.
It dose seem the melee could use a little more help from the Devs.
Neva - Arispotle Server
Guild Leader - Guardians of Life
Guild Leader - Guardians of Life
Re: PvP and Magic Damage
I think medium armor should have high magic resist, yielding a new class of warrior.
I also think that the nerf to magic would have been more effective had the damage been reduced by 20% instead of the cost increased by 20%
but, thats just what I think, let go build some monuments
I also think that the nerf to magic would have been more effective had the damage been reduced by 20% instead of the cost increased by 20%
but, thats just what I think, let go build some monuments
Hello
Re: PvP and Magic Damage
Just hit the AoD way to nuke, get all the PvPers pissed of, this time it's not only RPG-seeking guys and neutral dude who'll rant here!!! forum will be nuked
Nah. Push up jewels, chance to resist and ... dunno... link stanza to share damage - drain heal ?
Nah. Push up jewels, chance to resist and ... dunno... link stanza to share damage - drain heal ?
Matysian border guard
Witness of the new Atys History : Refugees'
Arispotle
Witness of the new Atys History : Refugees'
Arispotle
Re: PvP and Magic Damage
I like this idea. Medium armour needs a utility boost, that would be perfect.swe999 wrote:I think medium armor should have high magic resist, yielding a new class of warrior.
I also think that the nerf to magic would have been more effective had the damage been reduced by 20% instead of the cost increased by 20%
but, thats just what I think, let go build some monuments
--
Jyudas
High Officer in the Samsara
WEALTH & GLORY!
Currently pondering R2, please hold...
We're neutral, you're just too cheap to hire us.
Remember, other people exist than yourself.
Jyudas
High Officer in the Samsara
WEALTH & GLORY!
Currently pondering R2, please hold...
We're neutral, you're just too cheap to hire us.
Remember, other people exist than yourself.
Re: PvP and Magic Damage
Why not give significant magic resistance to heavy armor? That would do the most for melee fighters. I never understood why making better resist jewels was going to help the meleers that much, since the nukers are wearing the same jewels. Why not give the resistance only to those who really need it, the heavy armor wearers?grimjim wrote:I like this idea. Medium armour needs a utility boost, that would be perfect.
High Officer of Aeden Artisans
Re: PvP and Magic Damage
Medium armour lacks anything 'distinctive'.riveit wrote:Why not give significant magic resistance to heavy armor? That would do the most for melee fighters. I never understood why making better resist jewels was going to help the meleers that much, since the nukers are wearing the same jewels. Why not give the resistance only to those who really need it, the heavy armor wearers?
Giving it magic resists gives it its own niche and makes meleer's choose between magic/special attack defence and physicall defence.
--
Jyudas
High Officer in the Samsara
WEALTH & GLORY!
Currently pondering R2, please hold...
We're neutral, you're just too cheap to hire us.
Remember, other people exist than yourself.
Jyudas
High Officer in the Samsara
WEALTH & GLORY!
Currently pondering R2, please hold...
We're neutral, you're just too cheap to hire us.
Remember, other people exist than yourself.
Re: PvP and Magic Damage
grimjim wrote:Medium armour lacks anything 'distinctive'.
Giving it magic resists gives it its own niche and makes meleer's choose between magic/special attack defence and physicall defence.
This idea will never work cause it makes waaayyyy too much sense
Sinful - Matis
Master Prime Roots; Master Forest; Master Jungle; Master Lakeland; Master Desert Forager; Master Light Melee Weapon Smith; Melee Weaponsmith Master; Heavy Melee Weaponsmith Master; Jeweler Master, Heavy Armorer Master; 151+ in All 39 Craft Branchs; 151+ all Melee Disapointed in new content and owner every single crafting plan on Atys.
Avatar of Destruction
Master Pikeman
Jenas Lost Tribe
Sinner - Tryker Refuge
Master Prime Roots; Master Forest; Master Jungle; Master Lakeland; Master Desert Forager; Master Light Melee Weapon Smith; Melee Weaponsmith Master; Heavy Melee Weaponsmith Master; Jeweler Master, Heavy Armorer Master; 151+ in All 39 Craft Branchs; 151+ all Melee Disapointed in new content and owner every single crafting plan on Atys.
Avatar of Destruction
Master Pikeman
Jenas Lost Tribe
Sinner - Tryker Refuge
Re: PvP and Magic Damage
Would make melee overpowered. I don't know about you people, but a melee that's hitting me does over near 1000 damage easy per hit.
Little me does near 500 per hit at a measly 155 skill. and I'm using a 1 hander. Basicly the only difference in the melee and magic guy is that the melee guy has to move around to make the kills, and the mage can lazy select a different target in range.
Not saying that the system is perfect, far from it. Only that halving the spell damage isn't the solution. It would make any elementalist under 200 skill useless in the PvP area because of the natual higher resist the higher level people have.
I like the magic bonus to the armour idea, more thinking on that!
Say like: 0%-5% resist bonus for the enviorment/race the piece is from?
Little me does near 500 per hit at a measly 155 skill. and I'm using a 1 hander. Basicly the only difference in the melee and magic guy is that the melee guy has to move around to make the kills, and the mage can lazy select a different target in range.
Not saying that the system is perfect, far from it. Only that halving the spell damage isn't the solution. It would make any elementalist under 200 skill useless in the PvP area because of the natual higher resist the higher level people have.
I like the magic bonus to the armour idea, more thinking on that!
Say like: 0%-5% resist bonus for the enviorment/race the piece is from?
Dalin
Re: PvP and Magic Damage
The idea for MA could also be applied to shields / 1H combination
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Mazupty / Synergy Guild
Mazupty / Synergy Guild