Affliction Spell duration
Affliction Spell duration
I am trying out the "slow attack" affliction line; am having trouble figuring out how long the spell lasts, and what effect it is having. Anyone try this?
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Re: Affliction Spell duration
Its link spell, meaning that it sets up a link between you and the target, the spell lasts as long you maintain the link. What slow attack does is it makes whoever it is cast on's actions slower, so attacks, spells, whatever are slower.
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Re: Affliction Spell duration
I have to say I have always loved your icondeadelf wrote:Its link spell, meaning that it sets up a link between you and the target, the spell lasts as long you maintain the link. What slow attack does is it makes whoever it is cast on's actions slower, so attacks, spells, whatever are slower.

That is too bad, I was hoping I could enchant a weapon to slow attacks and attack while it was in effect. Hmmm. Are blind and stun the same?
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Re: Affliction Spell duration
Kind of the same... hunting solo the best OA Spell would be the madness one cos it makes the linked target hurt itself instead of hurting you. It's kinda of slow tho... better use affli in a team (a team of two is good enough as long as you let affli link and the damage dealer let s you tank - I recommend using MA as tank afflier too)olepi wrote:That is too bad, I was hoping I could enchant a weapon to slow attacks and attack while it was in effect. Hmmm. Are blind and stun the same?
Re: Affliction Spell duration
Being master of both afflictions, for leveling i gotta say that Blind is the best spell.
Your team hits the mobs easier, the resist less, and they hit your friends less
Madness a good second one, or root if you are doing maged fighting.
Your team hits the mobs easier, the resist less, and they hit your friends less

Madness a good second one, or root if you are doing maged fighting.
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Re: Affliction Spell duration
What deadelf said - and exceptions: apparently maddness lasts only as long as its animation lasts and fear (DA) a little longer even if your link is broken.
At some point you'll be able to throw double spells with a nuking and an affliction one, it's a good thing for levelling because you can at the same time contribute to your team damage and get also affliction xp, but the general number of xp received will be split between OA and Elem.
At some point you'll be able to throw double spells with a nuking and an affliction one, it's a good thing for levelling because you can at the same time contribute to your team damage and get also affliction xp, but the general number of xp received will be split between OA and Elem.
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Re: Affliction Spell duration
The only afflictions that can last on for any significant amount of time after the link is broken, are sleep and fear and root. Which is why fear is such a popular enchant.olepi wrote:That is too bad, I was hoping I could enchant a weapon to slow attacks and attack while it was in effect. Hmmm. Are blind and stun the same?

As for slow attack, it does slow your opponent's actions, but not even by that much. 20% or so if I recall? It's almost always better to use blind or madness.
Re: Affliction Spell duration
I'd agree most afflictions are of best use in a team scenario. For example, an afflictionist is extremely valuable in PR treks.
-Root can be used to hold a mob off ya mages while they nuke it to death.
-Fear is extremely useful for those pesky adds.
-Stun nullifies attacks while ya teamies bash it to death
-Blind is similar to stun except the mob does swing at ya tank.
-Madness is great on vicious, heavy damage mobs like kincher / cuttler as their hi powered attacks are used on themselves. One guy rooting / one guy madness, the mob can kill itself.
-Sleep I never quite found much use for.
-Slow movement / attack never developed a fondness for.
The length of the spell depends on the relative difference in level between you and what you casting it on. One of my fav things to do with aflfictions is when ya have new guildies who you can't find a complimentary level to work effectively in team, aflficting outta team is a bit more fun then healing outta team.
-Root can be used to hold a mob off ya mages while they nuke it to death.
-Fear is extremely useful for those pesky adds.
-Stun nullifies attacks while ya teamies bash it to death
-Blind is similar to stun except the mob does swing at ya tank.
-Madness is great on vicious, heavy damage mobs like kincher / cuttler as their hi powered attacks are used on themselves. One guy rooting / one guy madness, the mob can kill itself.
-Sleep I never quite found much use for.
-Slow movement / attack never developed a fondness for.
The length of the spell depends on the relative difference in level between you and what you casting it on. One of my fav things to do with aflfictions is when ya have new guildies who you can't find a complimentary level to work effectively in team, aflficting outta team is a bit more fun then healing outta team.
Re: Affliction Spell duration
Uh, Not bothering to (in-depth) read the top posts (just skimmed) so i dont know if this was mentioned..
but, i think i've found that the duration of the afflictions sorta works like damage-over-time? every few seconds you 'recast' the spell and if during that "recast" you hit again, the spell holds, otherwise, the mob resists.
though i can think of a few situations where this wouldn't hold, usually spells seemed to work this way? *shrug*
If anyone has a good idea if this is right or wrong, i'd love to know
but, i think i've found that the duration of the afflictions sorta works like damage-over-time? every few seconds you 'recast' the spell and if during that "recast" you hit again, the spell holds, otherwise, the mob resists.
though i can think of a few situations where this wouldn't hold, usually spells seemed to work this way? *shrug*
If anyone has a good idea if this is right or wrong, i'd love to know

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Re: Affliction Spell duration
Thas basically right NB - every game "tick" yjr mob gets a chance to reist; ie to dispel your link. Freddy (Jared)'s post above pretty much sums up the rest of what I was going to say. You can duo some pretty tough mobs with a nice combination of root/fear/stun with a nuker and some well-timed back-healing.
Slow/slow attack I really never found a good use for, except in simply grinding affys where some mobs (particularly plants) seem to be less reistant to them then to other Off Affys (blind, mad), which is handy for getting that all important link on a mob that may be many lvls higher than your skill. ditto sleep, which breaks link as soon as the mob is hit, so also mostly useless except for grinding DA. Moral of that story is don't grind DA on plods or kinchers
Slow/slow attack I really never found a good use for, except in simply grinding affys where some mobs (particularly plants) seem to be less reistant to them then to other Off Affys (blind, mad), which is handy for getting that all important link on a mob that may be many lvls higher than your skill. ditto sleep, which breaks link as soon as the mob is hit, so also mostly useless except for grinding DA. Moral of that story is don't grind DA on plods or kinchers

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