A spellcasters guide to Ryzom

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shrike
Posts: 556
Joined: Tue Sep 21, 2004 2:26 am

Re: A spellcasters guide to Ryzom

Post by shrike »

When you check the spell info while you have some action malus you will see red numbers and light green numbers in brakets behind them. The red numbers are the modified spell stats due to the action malus.

What is changed are the costs of casting the spell (sap, hp) and it's range. Casting time is uneffected, *unless* you use time credits. Damage stays the same.

When you have a action malus of 100 your spells cost 2 times as much hp and sap (if you don't have a hp credit on them they will cost you still zero hp, since 2* 0 = 0), your range is halved and casting time is doubled, too (but only if you use time credits).

With a action malus of 50 it *1.5, a action malus of 150 it's *2.5, and so on. Do the math.
RUN

[size=-1]Silverion, while being last person alive in the party[/size]
sadneb
Posts: 31
Joined: Sun Oct 03, 2004 9:17 pm

Re: A spellcasters guide to Ryzom

Post by sadneb »

[QUOTE=shrike]When you check the spell info while you have some action malus you will see red numbers and light green numbers in brakets behind them. The red numbers are the modified spell stats due to the action malus.

What is changed are the costs of casting the spell (sap, hp) and it's range. Casting time is uneffected, *unless* you use time credits. Damage stays the same.

When you have a action malus of 100 your spells cost 2 times as much hp and sap (if you don't have a hp credit on them they will cost you still zero hp, since 2* 0 = 0), your range is halved and casting time is doubled, too (but only if you use time credits).

With a action malus of 50 it *1.5, a action malus of 150 it's *2.5, and so on. Do the math.[/QUO
I see said the blind man. got in game and now understand . thanks much for the help
srw46
Posts: 7
Joined: Thu Oct 28, 2004 10:19 am

Re: A spellcasters guide to Ryzom

Post by srw46 »

Good guide.

Thanks for making it.

Charred
Last edited by srw46 on Thu Oct 28, 2004 10:25 am, edited 1 time in total.
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sprite
Posts: 3169
Joined: Thu Sep 23, 2004 12:36 pm

Re: A spellcasters guide to Ryzom

Post by sprite »

ok, a couple of questions from me;

firstly, in your first post in this thread it sounds like you are saying that stun is very good (not as good as blind but you think blind will be nerfed) - what I have found however, is that when something gets stunned it is very hard to hit in melee as it seems to dodge everything, a pretty useless spell infact. I may be wrong, and only a few mobs behave this way, but when I was fighting frahars and ocyx, none of my team could hit the mobs at all when they were stunned :(

secondly, how do I combine spell effects. I assumed that it would be possible if you had two of the same spell type (ie, two celestial affliction spells) so I bought stun to go with my fear (see above for another reason why I think that was a waste) but I can't seem to work out how to combine them. Do I need one of the area efects like bomb before I can combine spells? And when I can combine spells, am I right in thinking that they need to be the same type?
fiadd
Posts: 31
Joined: Fri Sep 24, 2004 1:35 am

Re: A spellcasters guide to Ryzom

Post by fiadd »

sprite wrote:secondly, how do I combine spell effects. I assumed that it would be possible if you had two of the same spell type (ie, two celestial affliction spells) so I bought stun to go with my fear (see above for another reason why I think that was a waste) but I can't seem to work out how to combine them. Do I need one of the area efects like bomb before I can combine spells? And when I can combine spells, am I right in thinking that they need to be the same type?
At level 100 you can pick up a few double spell templates. The 4 in the game right now are: elemental missile/missile, elemental missile/dot, elemental missile/off affliction, and heal/heal. So you can make a missile/blind combo, or a missile/root combo, or a missle/madness combo, but not a blind/root, dot/madness, etc, and nothing involving the defensive afflictions (stun, fear, etc; I'm guessing they did some testing and found missile/fear to be just too good). You can add area of effect to the missile/missile and heal/heal combos (effetively those are just double powered missiles and heals, although with the heal/heal you can do both hp/stamina or hp/sap, etc), no AoE can be added to the missile/dot or missle/off affliction.
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