MAGIC - link spells

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Should the link-type spells be improved?

Yes, they definitely need a boost
41
85%
No (post why please)
7
15%
 
Total votes: 48

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rhalgaln
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Re: MAGIC - link spells

Post by rhalgaln »

The double missile damage spells are to powerful with regards to all other means to deal damage in the game.

So there is no need to boost melee damge, DoT damage, range weapons:
Simply nerv the Atysian elemental missile damage to 1/2 and reduce creature HP by 1/4.

All players but elemental mages will love you for that balancing. (oh damm - most players are elemental mages already lacking to deal damage in their preferred skilltree)
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mrshad
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Re: MAGIC - link spells

Post by mrshad »

[QUOTE=rhalgaln]So there is no need to boost melee damge, DoT damage, range weapons:
Simply nerv the Atysian elemental missile damage to 1/2 and reduce creature HP by 1/4.
[QUOTE]

Silly nerflings, nerfs are for newbs!
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ghyselsj
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Re: MAGIC - link spells

Post by ghyselsj »

With Def Aff being my highest (70) combat skill excluding healing, I must say i have little problems with it. On my road to lvl 70 I had a lvl 65 stun stanza, a 96/96 (Def Aff at least) amp and the concentrate 3 or 4 stanza. With that setup, I had little trouble stunning Savage Gibbai (lvl 111) for decent periods of time, with about 50% immediate resists.

Basically, get good gear and use a near-max concentrate stanza.

As for the having to wait and see if it hits... yeah that is kinda annoying... but if it hits it more than makes up for the delay usually. Stunned/Blinded mobs are a lot easier to hit and have trouble hitting back. Your entire team benefits from it, so imho that's worth a little wait.

-Rock
Last edited by ghyselsj on Mon Jun 20, 2005 4:28 pm, edited 1 time in total.
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sehracii
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Re: MAGIC - link spells

Post by sehracii »

Hate to go off topic here...

Does concentrate actually lessen how often the mob resists? Does that work on every magic spell like elemental missiles and DoT?

I've heard the idea tossed out before, but all my informal tests have proved it doesn't help whatsoever. I'm under the impression it does nothing except protect against casting interruptions casued by being hit (that, and make your fx snazzier)
It doesn't even help protect against failed incantations.

I get the feeling also that the Affliction Power on amps doesn't even help overcome mob resists. I'm not sure what it does - maybe longer links? Does the "power" stat help overcome resists with elemental attacks? I thought it just increases the max damage for when it does hit.
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ncrijns
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Re: MAGIC - link spells

Post by ncrijns »

sehracii wrote:Hate to go off topic here...

Does concentrate actually lessen how often the mob resists? Does that work on every magic spell like elemental missiles and DoT?

I've heard the idea tossed out before, but all my informal tests have proved it doesn't help whatsoever. I'm under the impression it does nothing except protect against casting interruptions casued by being hit (that, and make your fx snazzier)
It doesn't even help protect against failed incantations.
Concentrate only helps stopping interrupt casting when your being help. And ~maybe~ help links stay longer. Personally I have never seen a difference in the link time on a spell with concentrate and a spell without.

It doesn't do squat against resists.
I get the feeling also that the Affliction Power on amps doesn't even help overcome mob resists. I'm not sure what it does - maybe longer links? Does the "power" stat help overcome resists with elemental attacks? I thought it just increases the max damage for when it does hit.
The stat power helps to overcome resists. Somewhat. And when your link does hit it lasts longer. I did put this in the first post I made on this topic right ** checking **** right see I did. I'm not imagening things woohoo!
To the link matter: It's not hard to get a link at all. It's about as hard as getting a normal elemental spell to hit! The difference is that most amp gloves have a good power stat in there elemental stats and generally poor power stat in both Defensive and Offensive Affliction. This is important because your spell level and the power stat on your amps determens how long a link lasts.
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glipe
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Re: MAGIC - link spells

Post by glipe »

My first set of good amps were 100% Offensive Affliction power. I could hit things well above my level with stunning regularity. Haven't found a second set sadly.
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bobturke
Posts: 391
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Re: MAGIC - link spells

Post by bobturke »

dam23 wrote:Right so spells cost sap.
So, you can cast a direct damage or heal *spell* by only using HPs, time, range credits, but a link *spell* won't do ?

Sounds odd to me :confused:
They used to use percentage of what ever you used to cast them per tick. If that makes sense.

However, and I never understood the details of the reason, this was converted to Sap only as people were creating DOT which were free to cast and free to maintain. I would have thought such spells would be pretty weak but as i said I never knew the details.

Linking spells could be improved perhaps by making it a little easier to maintain/establish a link.
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sehracii
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Re: MAGIC - link spells

Post by sehracii »

Some ideas I've had recently:

Links could use a little advantage, let a person holding a link run around or at least walk. Just no actions.
(Edit: If no movement, there should at least a "holding a link" animation :p
I love putting my hands on my hips and looking around, or having a sneezing fit during a stun link on a huge najab. For how hard the link is to create, I sure make it look easy to hold it :D )


Fear links are automatically broken when the mob runs away from you and gets out of a certain range, probably 50m. Granted the effect still lasts for a second after that, but I see no reason you shouldn't be able to maintain the link for it's full duration regardless of distance.
It'd be fun to scare it so far away it forgets about you. It'd probably still run back to it's "home" area near you, so you have to get out of there when the link breaks if you don't want it to re-aggro.

Sleep was mentioned in another thread, but basically it should clear the mobs aggro "list" . That combined with the ability to move while it's linked would give it a nice sneaking bonus, as it has really has no benefit in combat.
Last edited by sehracii on Wed Jun 22, 2005 4:40 pm, edited 1 time in total.
Sehraci Antodera [Medium Armor & Accessories Boutique]
Master of Illusion and Torment
"True power is not destruction, but control"

Karavaneer - Arispotle
Reapers of the Dark
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