magic changes overview @ ATS
Posted: Sat Oct 16, 2004 8:28 am
Just spent a few hours on the advanced test server. Changes of interest regarding magic...
Spells:
- maior reduction in the SP cost of (almost) all spell/spell components. All new spells have now costs of 23-28 SP (old: , spell effect upgrades cost now 7 SP (10), new spell credits 3 SP (5). Bomb/Richochet/Spray 1 costs still 25 SP, #2 dropped to 25 from of 30 SP. Vamprisim has dropped, too, to 15 SP from 25 SP.
- power boost for elemental nukes and healing spells.
Acid 1 15 damage (currently: 13), A2 45 (44), A3 90 (82), A4 120 (101), A5 150 (123), A6 195 (157), A7 240 (189), A8 300 (231). Same stats for cold & rot damage.
Strangely enough, the power of damage over time spells has been reduced:
17 damage per second (currently: 28), 23 (34), 28 (42), 37 (53), 45 (64), 56 (78)
heal life/ life gift power has been basically doubled:
30 (14) - 40 (20) - 55 (27) - 70 (36) - 90 (44) - 105 (52) - 140 (71) - 180 (91) - 250 (121) - 310 (154) - 395 (198)
stamina/sap gift are the same as now
- new spell component: concentration
Ability information say that it reduces the chance to get interupted. Costs are 10 SP per ability, only useable up to a max spell lvl, heavy credit cost for the lvl. The first one costs 8 credits and is useable for spells up to lvl 8, for example.
Doesn't sound very useful IMO, since it has a quite heavy cost to put it into a spell and the main danger when getting into melee range with a mob are - imo - not the interuptions, but the massive damage one recieves then. Could be perhaps be of use for a emergancy-fear to chase the mob away, but for this enchantments are IMO still the better option.
Magic Gloves:
They are still in the 2-hand melee tree. I think - at least the 2-hand melee merchant sells them and I make then with the melee weapon crafting skill. No idea if they finally have their own skill post lvl 100, since I would need to get melee weapon crafting to lvl 51 to see this. They still need the same items (although with gloves it would be more logical IMO if they would require more grip and less shaft mats). And they do not replace the normal light armor gloves, they count as weapon (meaning you cannot equip a melee weapon AND the magic gloves).
Note that the zorai is wearing the generic magic gloves, since the zorai model isn't ingame yet. At least I get a error message every time I try to craft them with him.
Noteable other changes:
- We have now (sometimes) snow in winter (looks quite nice)
- Oh, and mobs do now over TWICE the current damage. Which pretty much explains the healing upgrades. This could make life for melee very tough indeed and take us back to the old days of overpowered mages and underpowered fighters... :/
Spells:
- maior reduction in the SP cost of (almost) all spell/spell components. All new spells have now costs of 23-28 SP (old: , spell effect upgrades cost now 7 SP (10), new spell credits 3 SP (5). Bomb/Richochet/Spray 1 costs still 25 SP, #2 dropped to 25 from of 30 SP. Vamprisim has dropped, too, to 15 SP from 25 SP.
- power boost for elemental nukes and healing spells.
Acid 1 15 damage (currently: 13), A2 45 (44), A3 90 (82), A4 120 (101), A5 150 (123), A6 195 (157), A7 240 (189), A8 300 (231). Same stats for cold & rot damage.
Strangely enough, the power of damage over time spells has been reduced:
17 damage per second (currently: 28), 23 (34), 28 (42), 37 (53), 45 (64), 56 (78)
heal life/ life gift power has been basically doubled:
30 (14) - 40 (20) - 55 (27) - 70 (36) - 90 (44) - 105 (52) - 140 (71) - 180 (91) - 250 (121) - 310 (154) - 395 (198)
stamina/sap gift are the same as now
- new spell component: concentration
Ability information say that it reduces the chance to get interupted. Costs are 10 SP per ability, only useable up to a max spell lvl, heavy credit cost for the lvl. The first one costs 8 credits and is useable for spells up to lvl 8, for example.
Doesn't sound very useful IMO, since it has a quite heavy cost to put it into a spell and the main danger when getting into melee range with a mob are - imo - not the interuptions, but the massive damage one recieves then. Could be perhaps be of use for a emergancy-fear to chase the mob away, but for this enchantments are IMO still the better option.
Magic Gloves:
They are still in the 2-hand melee tree. I think - at least the 2-hand melee merchant sells them and I make then with the melee weapon crafting skill. No idea if they finally have their own skill post lvl 100, since I would need to get melee weapon crafting to lvl 51 to see this. They still need the same items (although with gloves it would be more logical IMO if they would require more grip and less shaft mats). And they do not replace the normal light armor gloves, they count as weapon (meaning you cannot equip a melee weapon AND the magic gloves).
Note that the zorai is wearing the generic magic gloves, since the zorai model isn't ingame yet. At least I get a error message every time I try to craft them with him.
Noteable other changes:
- We have now (sometimes) snow in winter (looks quite nice)
- Oh, and mobs do now over TWICE the current damage. Which pretty much explains the healing upgrades. This could make life for melee very tough indeed and take us back to the old days of overpowered mages and underpowered fighters... :/