ghyselsj wrote:I'm 99% sure that your recipe is the same as mineand if it's the case, then i"m 99% sure that recipe gives +2 parry on HA.
EDIT: Seems I was wrong after all. ...
Its that last 1% that'll get ya every time!!

ghyselsj wrote:I'm 99% sure that your recipe is the same as mineand if it's the case, then i"m 99% sure that recipe gives +2 parry on HA.
EDIT: Seems I was wrong after all. ...
It gets me 99% of the timemehanson wrote:Its that last 1% that'll get ya every time!!![]()
Thats because million-to-one chances happen all the time.akicks wrote:It gets me 99% of the time![]()
I've never had any problems healing MA wearing mages and I'm not even an expert healer. So I don't know what the problem is for others.nonde wrote:And a healer's nightmare. The malus difference when healing mages in MA is significant. One, possibly 2 pieces are tolerable, but beyond that heals need to be taken from team to top up the MA user in many circumstances.
If I remember right, a double 250 nuke uses 425 sap/HP per shot, has 3.3 seconds cast time, and 37 meter range (sap/hp 250, time 20, range 80). Multiplied by 1.24 (24% malus from full MA) gives 527 sap/hp used, 0.1 seconds more cast time, and about 30 meter range (rough guesstimate on the range)kostika wrote:I've never had any problems healing MA wearing mages and I'm not even an expert healer. So I don't know what the problem is for others.
Well, there's no way to do a double 250 without time credits. I've noticed that without time, the 3 second cast remains the same. Anything higher than 3, gets a tiny increase (honestly, who will notice 0.1 seconds, before amps).sehracii wrote:I didn't think MA penalty had any affect on cast times unless you were using time credits. Which most people don't, so your cast durations shouldn't change at all.
Annoyingly, the range does decrease regardless of what credits you use though... that's actually what I find to be the biggest annoyance of magic in MA.