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MAGIC - the vamp effect
Posted: Sat Jun 18, 2005 4:58 pm
by dam23
When you hit level 65 (if I remember correct) in magic, you may buy a stanza called Vampyrism (vampyrism, vampirism, vampirysm... however you spell it...)
This stanza is supposed to let you leech some hp from the target of your spell.
However, one will notice that the effect costs so much to credit that it costs you as many hps to credit, than it would leech IF the spells wasn't resisted by the victim.
Of course, I can hear people say "then credit it with sap", but let's get real, what is faster to heal, hps, or sap ?
Re: MAGIC - the vamp effect
Posted: Sat Jun 18, 2005 5:21 pm
by kaetemi
Use it on a bomb and you get the full vamp hp from every target

Re: MAGIC - the vamp effect
Posted: Sat Jun 18, 2005 5:37 pm
by ncrijns
I want a sap vampirism stanza toooo. Honestly, no idea why there is only a health vampirism stanza.
Re: MAGIC - the vamp effect
Posted: Sun Jun 19, 2005 9:51 am
by iwojimmy
the only spells i use vampirism on now, are the max time credit "opening shot" spells.
What i would like to see, is the option to add vampirism into double spells, only once - like concentrate-, but not killing the mobs fast enough at the level I need to work at costs me far more HP than vampirism can pull in.
Re: MAGIC - the vamp effect
Posted: Sun Jun 19, 2005 10:05 am
by sidusar
I don't agree with either of the options here. I don't like it the way it is; in my opinion it's currently useless. However, here applies the same old story so often heard in threads concerning suggestions about elemental magic: Elemental is overpowered already and boosting vampirism would make it even more overpowered.
EDIT: Ignore all that, I'm not sure what I was thinking. After waking up a little more I remembered vampirism can't be used on a double missile spell, only on a single missile spell. And even if it could be used on a double missile spell, you'd need to use time credits to pay for it. So yes, by all means, boost it. Would be nice if a vampirism spell would be a viable alternative to a double missile spell, and elementalists would have to choose based on situation.
Re: MAGIC - the vamp effect
Posted: Mon Jun 20, 2005 10:08 am
by rob01
I'm a fan of vampirism..I use it a bit like a credit. It jsut means I can use more of an HP credit nowing that I'll (maybe) get some of it back.
I vant to suck you bloood!
Re: MAGIC - the vamp effect
Posted: Mon Jun 20, 2005 10:47 am
by dam23
rob01 wrote:I'm a fan of vampirism..I use it a bit like a credit. It jsut means I can use more of an HP credit nowing that I'll (maybe) get some of it back.
I vant to suck you bloood!
that was my point here
the vamp stanza costs so much to credit in a spell that you use the same amount of hps to credit it as you could possibly leech...
I'm not sure you understood how vamp and paying for stanza costs works.
Either that, or I've been wrong a year long

Re: MAGIC - the vamp effect
Posted: Mon Jun 20, 2005 11:04 am
by holina
Does the amp's heal/ele - good question which it is in this case, but i guess it should be heal

- power part affect how much life you drain, or not?
Anybody tested this or remembers some dev comment about it?
Edit: nvm, I tested it, it does not get affected by the amp's strength (or it does, but due to the limit on max amount vampirised it doesn't matter much)
Maybe change it so that heal power on amp gives a bonus to vampirised amount - or would that be too powerful?
Re: MAGIC - the vamp effect
Posted: Mon Jun 20, 2005 11:06 am
by mmatto
holina wrote:Does the amp's heal/ele - good question which it is in this case, but i guess it should be heal

- power part affect how much life you drain, or not?
It does not affect.
Re: MAGIC - the vamp effect
Posted: Mon Jun 20, 2005 12:42 pm
by szoszi
Do not boost magic any way, it's powerfull enough.