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Re: Vampirism

Posted: Thu May 05, 2005 6:57 pm
by amitst
sprite wrote:hehe, well you're welcome to try it, but I think its equally possible that its the highest level out of your level and the spell level.

Match everything up? If you havent noticed most of the damage/accuracy formulas that Ryzom uses are extremely simple. I'll have to check out the spell level thing, I had never experienced it since it is only applicable to players with heal levels that far outshine their nuke levels. I doubt I can do this research though since my nuke is so far above my heal level.

In melee:
If you use a full accuracy brick then it first checks your hit /miss rate based on your fighting level and the difficulty of the attack, which is increased by overcrediting, then it compares your apparent fight level to the monsters parry/dodge level.

The dodge level for someone is their highest level
The parry level is the level of the weapon in use,
and these levels are slightly modified by armor.

Having accurate attack just make your attack as if you are 30 levels higher than your attack level, whether you are level 10 or level 250, accurate attack will always have this same 30 level effect.
There is no such accuracy modifier for casting, barring your high level vampirism trick. Overcrediting does not affect mob resistance.

Re: Vampirism

Posted: Thu May 05, 2005 7:12 pm
by amitst
Sprite please tell me that you see my point and are not derailing this post out of ignorance.

Re: Vampirism

Posted: Thu May 05, 2005 10:32 pm
by sprite
amitst wrote:Sprite please tell me that you see my point and are not derailing this post out of ignorance.
Well I wasn't aware that I was derailing anything, you asked about Vampirism and I told you my opinion on how it works and what it does. If you don't believe me then there's sadly nothing I can do to change that :)

All I can tell you is that when I use a lvl140 vampirism brick on my lvl65 acid spell, I get a lot less resists than if I don't use it :) I've said everything I can on this subject, so I'll keep an eye on it, but I won't post here unless something new is brought up ;)

Re: Vampirism

Posted: Thu May 05, 2005 10:46 pm
by bobturke
Vamprisim in bombs is potentially useful. Sadly bombs are very inefficient currently for their high cost. The times you want to use bombs you want effective bombs, and by the time you add bomb and vampirism you dont have much space for damage stanzas :( Not even sure the bomb damage/heal distribution is working correctly. Looks almost like it splits the effect between the recipients rather than doing 0.9 (or whatever) factor to each one. I could be wrong though.


I thought vampirism in double Elem spells might be a use for it as you might be able to effectively use vampirism twice in a single casting...maybe. But you can't even add vampirism to double spells! Ticketed it and was told that this was not a bug.

Got the stanzas but only use them because they look good :(

Re: Vampirism

Posted: Fri May 06, 2005 7:59 am
by micrix
amitst wrote:Has anyone used vampirism?
I know it does not work properly, but we really need a forum for the devs to explain why something like this exists.

The current description is that Vampirism 1 allows you to absord up to 65 hp or so from the enemy at a credit cost of 65. The hp credit 65 costs 80 hp, so basically its simply inefficient to use. Don't argue that you could use sap instead to gain hp or blah blah, because that could never be strategically useful, trust me plz.

The GM responded to me(ive asked several times since september but usually didnt get much of a response) by saying that if you could break even or better then it would be like getting a free spell. This makes me grimace... isn't the first description of building a heal spell in the game teaching you how to make a free spell by using ranged and time credits?

Vampirism would, yes, allow you to essentially reduce the cost of a spell if you could always absorb an amount greater than the credit cost, but by adding it on to an existing spell you reduce the amount of hp, sap, range credit you have available for your double missile uber spell of choice. In this case it is a viable balanced stanza, if they double the amount of hp that can be absorbed, but still not that incredibly useful unless you are soloing.

I think most people would agree with the logic in this post, but if your opinion differs abotu how it should be changed I want to hear it, however if your opinion is that its fine as it is, then you are just plain wrong cause 2+2 !=5.

Sidenote: I'm impressed it seems like alot more people are reading the forums today than normal.
I used it when soloing elemental. Dont remember exactly but it was that Vamp beginnst to work really at Vamp2 or even Vamp3. Then your HP drains very slow and you can use your Sap regeneration to keep waitingtimes low.

Another thing is in combat. Draining HP by spells and loosing HP by mob-hits at the same time leads faster to dead then with Vamp.

However, its seems it has most effect when solo. A higher healer might always superior to Vamp.

Re: Vampirism

Posted: Fri May 06, 2005 12:30 pm
by alibasil
Whats worse about vampirism for me is that i have been levelling offensive affliction and no elemental (ele = 70ish).

I saw that i could buy vampirism so thought id give it a go- so i bought 4 or so of em. Then i found out that vampirism doesnt work with offensive affliction :(

Why was i even allowed to buy a stanza that i couldn't use! It was about as useful as a melee buying all the range prospection stanzas lol

Re: Vampirism

Posted: Fri May 06, 2005 12:41 pm
by mmatto
Anyone tried vampirism with damage over time? That would be cool. Guess it does not work though :)

Going home to test it :)

Re: Vampirism

Posted: Fri May 06, 2005 1:01 pm
by amitst
This thread is about what changes do you think should be made to vampirism.


Not about how fun it could be, or how you use it now in its broken state.

While it was cool to know that high level healers that are low level ele can add vampirism to increase their hit rate on high level mobs, their damage would be ineffective, and this is a total side topic for a different thread.

Re: Vampirism

Posted: Fri May 06, 2005 6:57 pm
by ncrijns
Changes.... I would like to see that there is some way to make you vampire other things besides health, like sap. Or even stamina.

I used vampire for awhile, and although the stanza itself is nice, it increases the spell costs so much I was mostly better of just not using it. When using vampire you ~need~ to hit else the loss in health is so great you might aswell go lying down with a /re "Rezz please".

My conclusion was that it's a fine tool for a solo mage, and a great tool for a 250 one. But for a teamed leveling mage it's bad. Maybe it get's fun when you can vampire other stats.

Re: Vampirism

Posted: Fri May 06, 2005 7:11 pm
by amitst
whoa, i didnt even think abotu that, but stuff like that would be perfectly in line with the current system without unbalancing anything, if the current spell absorbed stamina it woudl be perfect for a battle mage to sling in the heat of battle