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Re: 1-"One vs. one" combat (2)

Posted: Tue Feb 22, 2005 8:43 am
by kibsword
Im a lvl 207 mage, and if I were to face a lvl 150 melee I would be weary. I think my only hope would be to finish him at range, cos as soon as its close combat its all over for kibs :o

In the old days before the PVP damage reduction it was overpowered mage in PVP

Re: 1-"One vs. one" combat (2)

Posted: Fri Mar 04, 2005 5:49 am
by lyrah68
I guess since I never played UO I don't have any experience in GOOD PVP, which is probably why I HATE IT.

I have never seen PVP end up ANY other way than...I hit first and am *insert best PVP class here* so YOU die NYA NYA PPPPP :p

If there was ANY chance of PVP ending up a challenge...maybe I would like it. If there was a chance of landing a root spell and then...I don't know...being able to CAST ANOTHER spell...hmmm then you would have an advantage and that fighter would have to...I don't know...switch tactics and start lobbing either bullets or spells back at me to keep me from sitting back and filing my NAILS.

In all honesty, PVP has NOT added a blooming thing to game for me. It has not added to the storyline, in fact it has taken a muddied story and made it MUCH worse. If we are banding together to fight the Kittin, would we be STUPID enough to care about anything BUT survival?? Answer is simple, if your life is in danger...or that of your children...you would sleep with the devil to change the situation (and then repent etc after life and limb were secure again).

Think about it, if a Matis stands between a Zorai child and a Kittin, do you think the Zorai parent is going to heal the Matis or laugh as he hits the dirt? Answer is rather easy, Zorai is going to Heal the Matis and praise him/her after the Kittin is dead. And then the petty bickering is going to look rather anemic after that act.

(to be fair, From the Matis point of view: that kid aint going to slow down that monster very long, I might as WELL go in and save the day, if I don't...I am just as dead as the kid.
In all honesty, Motivation wouldn't matter ONE Iota...result is the same, Zorai and Matis relations improve, Matis and Zorai live.)

Re: 1-"One vs. one" combat (2)

Posted: Fri Mar 04, 2005 5:53 am
by lyrah68
Solo I have to agree, if the fighter has a healer with him...then this one on one takes on another tone. BUT, self heal does NOT refresh fast enough and not being able to heal yourself(which is STUPID, sorry not intuitive, it makes NO sense, if I can heal a tank for Umpty squat bizillion points, and I can't heal myself...with a sap eatting spell for even ONE point? *boggle*)

As PVP stands, it is just a reason that I avoid strangers in the PR. If I see ANYONE I take them as the enemy, worse than the highest level mob in the PR.

It takes what little joy there WAS in the game away.
roninpvp wrote:Dam32's statements are valid and based on experience that I agree with; a mage with a Top amp will kill a Mele his level and many levels higher each and everytime. So what if he can swing forever it will be all over in a few seconds.

Re: 1-"One vs. one" combat (2)

Posted: Sat Mar 26, 2005 3:39 pm
by symes007
Fighters vs. affliction mages
This is a simulated fight, ill let you do the math but the fight will be preaty close, if all the mages spells hit, otherwice the figher will win.
Afliction dont do damage whatsoever...
Statusbar fight:
30m distance.
aflmage: root.
trov spell 200 damage, ( if both hits* ) - ( root unlink when casting new spell** )
20m distance
aflmage: root.
trov spell 200 damage, ( *) - ( ** )
10m distance
aflmage: blind.
trov spell 200 damage, ( *) - ( ** )
melee distance
aflmage: madness.
fighter: accurasy + increased damage ( hitmage 3/4 - hitself 1/5 )

Both whit 1000hp to start whit.
Mage hp stanzas used in the 1st. 30 meters = 300
fighter hp loss in the 1st. 30 meters = 600

At melee range.
Fighter: ( 100 dam pr. hit ) - 100*3/4 = 300/4 minus 100*1/5 = 100/5 )
Mage: tactic - casting madness, get link, run around the fighter, link lost, casting madness ect. ect.

Mage HP, 700 - 300 = 400 HP
Fighter HP, 400 - 100 + ( 100 hp stanzas* ) = 200 HP

Mage 400 HP, - 300 = 100
Fighter 200 HP, - 100 + ( * ) = 0 HP

Mage final: 100 HP
Fighter final: 0 HP

But this fight result if both are:
Nude fighting.
Not usuing selfheals.
And the Mage hitrate is 100%
But as everyone knows, a Affliction Mage dont have a hitrate at 100%. Might, Might not have elemental magic skills ( 30 1st. meter damage outcome ).

But as i see it, the fighter will win.



Same Mage vs. Range Fighter = Dont know :)

http://www.artpromote.com/fantasy.shtml

Re: 1-"One vs. one" combat (2)

Posted: Sun Jun 19, 2005 1:23 pm
by omsop
Lets just Nerf Mage again & have more ppl leave, cause everytime they weaken the Mage a little more, more players leave, this has been a fact all through the Beta's.

I for 1 have no interest in PvP, but i feel that compaired to what mage was like before, this skill is very much weaker that what it was before, if it gets weakened again due to MELEE's complaining about it, then i will be reconsidering my future in Ryzom.

i am fed up with melee's complaining about Mages & then after the mage is nerf'd, the melee's start complaining that they cant get healers or Ele's for their teams, remember that fact, you mayb a mage will beat a melee in PvP, but i suppose that is down to the individuals, not just the items they have.

Ryzom is not just a PvP game, remember that before you complain about something YOU dont like. i always see Melee's complaining about mages, must be they dont fancy that skill themselves.

Re: 1-"One vs. one" combat (2)

Posted: Tue Jun 28, 2005 11:28 am
by norvic
LvL for Lvl Mages seem so have the advantage over any other class mano a mano, but in a PvP battle or PvE when their healers are down listen to them whinge and scream.

Btw, i am not calling for a mage nerf before the rocks start flying, i dont want to see anyone leaving cos a hard worked for skill gets knocked back but maybe other things need tweaking a little for better parity.

A close watch on the "anything goes" class in Gladiator may be a good indicator, if it turns into a Magefight subclass then i think we have our answer.

Re: 1-"One vs. one" combat (2)

Posted: Fri Jul 01, 2005 11:33 am
by norvic
Did a little test with a Guildie ranged v Off Mage

No Auras, no self heals, Equivalent light armour

Myself as ranged with 500hp and 9 lvls Advantage

I died after Knocking 50% life from my freind

I was using 200ql rifle, 200ql ammo (99/100 damage), hit rate and acc attack 10 i think, my freind using double lightnings.

Re: 1-"One vs. one" combat (2)

Posted: Thu Jun 08, 2006 1:38 am
by final60
omsop wrote:Lets just Nerf Mage again & have more ppl leave, cause everytime they weaken the Mage a little more, more players leave, this has been a fact all through the Beta's.

I for 1 have no interest in PvP, but i feel that compaired to what mage was like before, this skill is very much weaker that what it was before, if it gets weakened again due to MELEE's complaining about it, then i will be reconsidering my future in Ryzom.

i am fed up with melee's complaining about Mages & then after the mage is nerf'd, the melee's start complaining that they cant get healers or Ele's for their teams, remember that fact, you mayb a mage will beat a melee in PvP, but i suppose that is down to the individuals, not just the items they have.

Ryzom is not just a PvP game, remember that before you complain about something YOU dont like. i always see Melee's complaining about mages, must be they dont fancy that skill themselves.
Elementalists were heavily over powered early on, it's a fact and it was adressed. Meleers used to be so disadvantaged back in beta.

A 250 axeman will beat an Elementalist in PvP. It's a close fight, but hey I can do it, why can't you ;) The changes made to stats and nerfing of dmg of an Elementalist was spot on.

No offense, but you clearly don't PvP that often, you should get in a team the next time we raid yrk :)

The only skill that still needs to be properly adressed is Ranged. Like Melee used to be back in beta, ranged is now so underbalanced with the rest of the skills.
btw , you get banned m8? your sig isn't showing!?

Re: 1-"One vs. one" combat (2)

Posted: Thu Jun 08, 2006 1:50 am
by final60
lyrah68 wrote:Solo I have to agree, if the fighter has a healer with him...then this one on one takes on another tone. BUT, self heal does NOT refresh fast enough and not being able to heal yourself(which is STUPID, sorry not intuitive, it makes NO sense, if I can heal a tank for Umpty squat bizillion points, and I can't heal myself...with a sap eatting spell for even ONE point? *boggle*)

As PVP stands, it is just a reason that I avoid strangers in the PR. If I see ANYONE I take them as the enemy, worse than the highest level mob in the PR.

It takes what little joy there WAS in the game away.
Self heal's arent supposed to be used like regular heals. They are survival heals, something too keep you alive that little longer, so you can get of that last ressing heal to a team mate, or throw that last killing blow with your mace.

Re: 1-"One vs. one" combat (2)

Posted: Thu Nov 30, 2006 3:02 am
by pvtarea
1v1 pvp :D tuff to compare unless you compare the skills the 2 are useing.
a mage could be a Avatar of Destruction and a Avatar of Sorrow backed by a Master of Illusion using mixed spells. fighting a master pikeman useing a Master dagger skill backed by a expert close combat skill.
all hard skills to learn,but as power goes evenly matched???
much would depend apon resistances from jewels with the melee...even more would be armor that the mage is useing....is it a pierce or slash protective?
the protection factor? dodge to the armor? whats the boost on there amps 20% or 116%
what kinda weapons is the melee useing npc or uber crafted?

all and all i believe its the skills of the fighers...the mage could break wide with full blast root or or a ele and root mixed and get the run way they need to distance they need to get the uber nuke blast off to finish them off.
or the melee getting close enough to use full bleed and acuraccy with full damage to where it effects the casters spells and bleed them while they hack them up.
now dont get me wrong...you dont need these uber skills to fight on Atys...but contantly working your skills will make it alot more fun.
but IMO its the skills of the player behind the Toons on Atys that make the deadly fighers you will have to dual/PvP with...so be careful on the fights you pick becuase we always have the Super nodes to get revenge...and as i have learned those toons working there harvest and craft are the really scarey ones that have AOD,AOS,ML and a handful of sick level Melee skills..and everyone comes to the supernodes sooner or later :cool: