magic changes overview @ ATS

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saur2000
Posts: 3
Joined: Thu Sep 30, 2004 8:32 pm

Re: magic changes overview @ ATS

Post by saur2000 »

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

...


Another thing I noticed is that the small magic starter pack now contains acid rather than heal, which seems like a good idea IMHO.
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shrike
Posts: 556
Joined: Tue Sep 21, 2004 2:26 am

Re: magic changes overview @ ATS

Post by shrike »

tetra wrote: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.


Still a +65 brick. Could be usefull when used with bomb, though.
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tetra
Posts: 494
Joined: Fri Sep 24, 2004 6:24 pm

Re: magic changes overview @ ATS

Post by tetra »

shrike wrote:Still a +65 brick. Could be usefull when used with bomb, though.

unless something changed since I remember it in beta it wouldnt be all that useful, it only pulls back hp from one of the targets used in AOE attacks. =\
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cjhsb
Posts: 53
Joined: Thu Sep 30, 2004 10:29 am

Re: magic changes overview @ ATS

Post by cjhsb »

fiadd wrote:A bit odd that they've lowered the damage on the dots, as they're already slower damage than direct damage chain casting.

I can answer that riddle:

DOT with good staff = 240 damage
DOT w/o staff = 220 damage
DOT cost if set up right = less than regen rate

I'm guessing their view is that a perminant dot tick of 66% of the equal level DD with no effective sap cost or staff need is overpowered.

Personally I disagree as DOTs are so niche specialised anyhow already in this game, but anyhow...
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pcheez
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Joined: Sun Sep 26, 2004 3:31 pm

Re: magic changes overview @ ATS

Post by pcheez »

Huh? even more damage to direct damage spells?!
heh, why not increase the damage on the fire,poison,elec, and shockwave attacks while they are at it?.
I mean, im a purist mage, and we are quite damn powerful as it is, the lowered sp cost alone would have guaranteed and clarified the fact that we are overpowered.

But, well, im not really complaining :D
goshawk
Posts: 35
Joined: Fri Sep 24, 2004 4:11 pm

Re: magic changes overview @ ATS

Post by goshawk »

I dont think we need such a lot of SP reductions , magic SP are only badly short at low levels.
If you can take all the options why bother with a skill system ?

As for respecing, this magic skill system can't handle a full respec.




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bobturke
Posts: 391
Joined: Tue Sep 21, 2004 9:23 am

Re: magic changes overview @ ATS

Post by bobturke »

Hmmm, just when I was enjoying the nice balance between melee/magic/mobs!!!! Given how long it took to get to this balance you'd have to be desperate/foolish to change it now.

More magic SP!?!? Unless there are new spells i'll be outta things to buy by level 100!

Don't think much of the magic mittens of casting, a better looking staff would have been better.

Me thinks they should have stuck with the vendor, tryker harvesting and other smaller fixes.
Turke
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pcheez
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Re: magic changes overview @ ATS

Post by pcheez »

Whats with all the magic in red ?
Am i supposed to write something witty here ?
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shrike
Posts: 556
Joined: Tue Sep 21, 2004 2:26 am

Re: magic changes overview @ ATS

Post by shrike »

Little update:

http://img91.exs.cx/img91/7131/gloves2.jpg

Zorai gloves/"old" matis med qual/"new" matis med qual/med qual "shiney" effect

They probably reduced it to the current version so they can have something better for high qual med gloves.

It seems, btw, that they copied the account data from the german main server to the ATS.
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pandorae
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Joined: Thu Sep 23, 2004 11:27 pm

Re: magic changes overview @ ATS

Post by pandorae »

Double damage eh?

Good! 2100 dmg from a kincher wasn't nearly enough! [/sarcasm]

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