PvP and Magic Damage

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dc77066
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Re: PvP and Magic Damage

Post by dc77066 »

bmaze wrote:The idea for MA could also be applied to shields / 1H combination
As a MA crafter (a weekend hobby really) I'm in favor of anything that would make my product jump off the shelf. I'm sure shield crafters would appreciate some lovin' too.
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marct
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Re: PvP and Magic Damage

Post by marct »

dc77066 wrote:... I'm sure shield crafters would appreciate some lovin' too.
-Raku
Ummm, yes. All Tryker ladies and beautifully tanned Fyrosian babes please form an enormous swell of love around Noin!

Awaiting the love for shield crafters.

Noin.
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grimjim
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Re: PvP and Magic Damage

Post by grimjim »

marct wrote:Ummm, yes. All Tryker ladies and beautifully tanned Fyrosian babes please form an enormous swell of love around Noin!

Awaiting the love for shield crafters.

Noin.
And MA could stand for Magic Armour too.
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bmaze
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Re: PvP and Magic Damage

Post by bmaze »

dc77066 wrote:As a MA crafter (a weekend hobby really) -Raku
And i was wondering what you and Soma were doing on weekends ;)
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enemy123
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Re: PvP and Magic Damage

Post by enemy123 »

i really like the MA having high magic resists certainly gives something extra to think about and adds more diversity. which is always a good thing. choice is always nice :)
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sehracii
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Re: PvP and Magic Damage

Post by sehracii »

medium armor= magic protection armor, love it.
This isin addition to jewels.


Make it so!
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kgrieve
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Re: PvP and Magic Damage

Post by kgrieve »

Why not have anti-magic armour that halves all incoming AND outgoing magical effects.
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norvic
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Re: PvP and Magic Damage

Post by norvic »

HA high physical resist already
LA special task armour as is

MA with more magic resist is a great idea, and to balance, Kindles Suggestion of a penalty to casting makes perfect sense.
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iphdrunk
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Re: PvP and Magic Damage

Post by iphdrunk »

What about:

Light Armor: double protection factor, add magic resists, double bonus up to armor quality and make it shiny

Uhmm.. yes, I am a light armorer, how did you notice? :D

Joking,
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spiderpr
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Re: PvP and Magic Damage

Post by spiderpr »

there's one solution, as simple as effective; reduce the off damge by half, as it always used to be, the ones who complain about it are only the off mages who are already overpowered, making 3k damage over a big range! without moving you can select and kill numerous people, and don't start arguing with the hp and sap costs, why are the healers for!?
a melee does 1k damage max and has to follow the ennemy, who isn't hit by running away, furthermore he will be the ONE target because he has to run into the ennemy lines!
with 3k damage by 10 off mages, there can be as much healers as you want, the melee isn't surviving for long.
if you want more damage, there's one thing which should be changed: aoe spells; why is the bomb or ricochet loosing power? it consumes much more credits, so leave the damage as it is and a bigger range wouldn't hurt.

this solution would combine both sides, the melee receiving less damage and surviving a bit longer, and the mages doing more damage on a group; if everybody receives more damage, healers will have a lot of work AND will be stolen hp too...
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