magic changes overview @ ATS

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shrike
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Joined: Tue Sep 21, 2004 2:26 am

magic changes overview @ ATS

Post by shrike »

Just spent a few hours on the advanced test server. Changes of interest regarding magic...

Spells:

- maior reduction in the SP cost of (almost) all spell/spell components. All new spells have now costs of 23-28 SP (old: , spell effect upgrades cost now 7 SP (10), new spell credits 3 SP (5). Bomb/Richochet/Spray 1 costs still 25 SP, #2 dropped to 25 from of 30 SP. Vamprisim has dropped, too, to 15 SP from 25 SP.

- power boost for elemental nukes and healing spells.

Acid 1 15 damage (currently: 13), A2 45 (44), A3 90 (82), A4 120 (101), A5 150 (123), A6 195 (157), A7 240 (189), A8 300 (231). Same stats for cold & rot damage.

Strangely enough, the power of damage over time spells has been reduced:
17 damage per second (currently: 28), 23 (34), 28 (42), 37 (53), 45 (64), 56 (78)

heal life/ life gift power has been basically doubled:
30 (14) - 40 (20) - 55 (27) - 70 (36) - 90 (44) - 105 (52) - 140 (71) - 180 (91) - 250 (121) - 310 (154) - 395 (198)

stamina/sap gift are the same as now

- new spell component: concentration
Ability information say that it reduces the chance to get interupted. Costs are 10 SP per ability, only useable up to a max spell lvl, heavy credit cost for the lvl. The first one costs 8 credits and is useable for spells up to lvl 8, for example.
Doesn't sound very useful IMO, since it has a quite heavy cost to put it into a spell and the main danger when getting into melee range with a mob are - imo - not the interuptions, but the massive damage one recieves then. Could be perhaps be of use for a emergancy-fear to chase the mob away, but for this enchantments are IMO still the better option.


Magic Gloves:

They are still in the 2-hand melee tree. I think - at least the 2-hand melee merchant sells them and I make then with the melee weapon crafting skill. No idea if they finally have their own skill post lvl 100, since I would need to get melee weapon crafting to lvl 51 to see this. They still need the same items (although with gloves it would be more logical IMO if they would require more grip and less shaft mats). And they do not replace the normal light armor gloves, they count as weapon (meaning you cannot equip a melee weapon AND the magic gloves).



Note that the zorai is wearing the generic magic gloves, since the zorai model isn't ingame yet. At least I get a error message every time I try to craft them with him.

Noteable other changes:

- We have now (sometimes) snow in winter (looks quite nice)

- Oh, and mobs do now over TWICE the current damage. Which pretty much explains the healing upgrades. This could make life for melee very tough indeed and take us back to the old days of overpowered mages and underpowered fighters... :/
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Nirvy
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Re: magic changes overview @ ATS

Post by Nirvy »

Wow my heals got strong..

bit concerned this will make groups too tough, a few healers healing 300 a second is a bit too much i would think.

Do i get refund on all the spells i bought for 45sp?

Those gloves look horrible, they look like the sheilds i have been testing.

{edit - Hmm you edited to say mobs do twice the damage!! what the hell, even at 90 Melee i have a tough time taking on mobs ranged from 80-90, its a close call already if i win or not. Do fighters get a boost? better armour? If not its time to start spending more time with my mage}

sounds unbalanced, Mage spells get about +30% damage, and Fighters now take 100% more damage. hmm
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shrike
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Re: magic changes overview @ ATS

Post by shrike »

Haven't tested the fighters much. Just noted one thing - the (NPC) weapons sold at the stores are much LESS effecient. A q50 long sword does 28 damage there vs 91 currently. That must not necessarily be the same with crafted items, of cource.

The fyros golves are indeed a little bulky - but the current fyros "staff" looks more like a baseball bat, too. The tryker gloves are actually quite nice and I got a bad angle for the Matis gloves, they do not look as bad ingame as on the picture.
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aluinie
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Re: magic changes overview @ ATS

Post by aluinie »

Rhe gloves do look a bit too big on all the characters like sticking your hands into 2 tree stumps. Like the changes proposed though for spell costs
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pathros
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Re: magic changes overview @ ATS

Post by pathros »

Quote: Oh, and mobs do now over TWICE the current damage. Which pretty much explains the healing upgrades. This could make life for melee very tough indeed and take us back to the old days of overpowered mages and underpowered fighters... :/

Can anyone also confirm this? Is Nevrax going the Mythic route (constantly nerfing classes within DAOC)?

If so, would be a big dissapointment for me. Prolly hit the cancel button within my first free month if this is the case. Ive played DAOC for 2,5 years and got sick of the constant nerfing. So Nevrax plz reconsider, FIGHTERS ARE FINE THE WAY THEY ARE NOW, ONLY MAGES NEEDS SOME LOVE !
Always remember that u are unique, just like everyone else ;)
jaggarot
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Re: magic changes overview @ ATS

Post by jaggarot »

pathros wrote:Quote: Oh, and mobs do now over TWICE the current damage. Which pretty much explains the healing upgrades. This could make life for melee very tough indeed and take us back to the old days of overpowered mages and underpowered fighters... :/

Can anyone also confirm this? Is Nevrax going the Mythic route (constantly nerfing classes within DAOC)?

If so, would be a big dissapointment for me. Prolly hit the cancel button within my first free month if this is the case. Ive played DAOC for 2,5 years and got sick of the constant nerfing. So Nevrax plz reconsider, FIGHTERS ARE FINE THE WAY THEY ARE NOW, ONLY MAGES NEEDS SOME LOVE !


Looks like the old nerfing pendulum swinging..........

OTOH this is a test server.

I think what they are trying to do is rebalance the progression rates between mages and melee.

As it stands at the moment, as a level 65 melee I can consistantly solo mobs which hit the 3000 XP cap - which would tend to indicate that something is out of wack somewhere (although it must be said I level far faster hitting mobs in the 1000-1500 XP range since they die faster).

By the look of it, the the doubling of mob damage is a "first pass" arbitary setting and hopefully the multiplier will be "tuned" (downwards) during testing.

Fingers crossed :) .
fiadd
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Re: magic changes overview @ ATS

Post by fiadd »

A bit odd that they've lowered the damage on the dots, as they're already slower damage than direct damage chain casting.
jaggarot
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Re: magic changes overview @ ATS

Post by jaggarot »

Nirvy wrote:Do i get refund on all the spells i bought for 45sp?


If it works like beta, all your magic stanza will be removed and your sp's in magic refunded so you can "buy" all the skills back from the Mage Trainer.

You won't lose any sp's and will have a chance to redo your spell/skill selection.

In beta they reset the lot (i.e. all skills) - it's unclear whether this time it will be done just for the magic line or all skills.

Good news for those, like me, who cocked up thier spell selection........... (Why, oh why did I take root rather than stun! :p )

Edit: Thinking about it, if they are going to bugger around with mob strengths etc then melee will be in the same boat as magic in regard to skills (since people's methods of working will need to change radically). This would tend to indicate a global skills reset is more likely than just mage.

Good news for those, like me, who cocked up thier harvesting/fighting/crafting selections............... :p
deitrich
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Re: magic changes overview @ ATS

Post by deitrich »

I wonder if the extra melee damage form mobs is the approach they are using to even out ranged/melee/magic?

Hopefully this will get a good test on the test server and it won't be released until it's right.
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tetra
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Re: magic changes overview @ ATS

Post by tetra »

Vamprisim has dropped, too, to 15 SP from 25 SP


is it still a +65 brick? Sadly it's somewhat useless as that since +65 credits eats up as much hp/sap as it could pull back.
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