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Amp bonuses
Posted: Mon Nov 29, 2004 5:19 pm
by zonoli
I'm wondering about amp +%'s.
I have an amp that adds 100% to heal cast speed. 100% of what and to what? Is there a magic level of cast time stanza that I can use to still make the cast "instant?" I don't understand what the bonus actually adds to.
Re: Amp bonuses
Posted: Mon Nov 29, 2004 5:28 pm
by xcomvic
zonoli wrote:I'm wondering about amp +%'s.
I have an amp that adds 100% to heal cast speed. 100% of what and to what? Is there a magic level of cast time stanza that I can use to still make the cast "instant?" I don't understand what the bonus actually adds to.
nothing is "INSTANT", closest you get to that are enchantments...
by 100% it means your time has lessen by 100% of the original value so if it took 5 secs to cast a spell, now it's 2.5 secs... or so i would imagine...
Re: Amp bonuses
Posted: Mon Nov 29, 2004 5:37 pm
by madnak
Yes, +100% means you cast at double the rate (so your casting time will be half).
To create an enchantment, right click on a spell action and select "crystalize." Then equip a weapon or amp in your right hand, open your inventory, right click on the crystallized spell, and select "enchant right hand." Now open your "action progression" window and look under the basic fight menu. You'll see "use item enchantment," which you can drag to your action bar. Click on the action to use your enchantment.
That's the fastest magic gets. You will need to keep your item loaded using sap crystals, and you don't get experience based on enchantments.
Re: Amp bonuses
Posted: Tue Nov 30, 2004 3:18 am
by optica
So would a melee weapon loaded with damage dealers or "slow attack" be much more powerful in melee combat? Would nuke/chop/nuke/chop be a viable strategy?
Re: Amp bonuses
Posted: Tue Nov 30, 2004 3:33 am
by xcomvic
optica wrote:So would a melee weapon loaded with damage dealers or "slow attack" be much more powerful in melee combat? Would nuke/chop/nuke/chop be a viable strategy?
I am not 100% sure of this but from what I have gathered in my short time playing... as far as Afflictions go, you cannot use them in conjuntion with DD (Direct Damage) attacks, so by using an Affliction spell (Damage Over Time, Slow, etc.) When you perform any action after that, the link breaks and its pretty much worthless.
Re: Amp bonuses
Posted: Tue Nov 30, 2004 4:36 am
by flynnkd
A weapon with a dd spell, like cold or acid would help in melee. You can click off an enchament between blows without slowing down.
A weapon with a 'link' spell like slow has less use. Some link spells have a minimum time effect, like stun lasts 2-3 seconds, others seem to wear off as soon as you do anything else. I have slow but never tried it... might have a look, normally I equip stun, others seem to use fear.
Re: Amp bonuses
Posted: Tue Nov 30, 2004 8:55 pm
by uncus
flynnkd wrote:A weapon with a dd spell, like cold or acid would help in melee. You can click off an enchament between blows without slowing down.
A weapon with a 'link' spell like slow has less use. Some link spells have a minimum time effect, like stun lasts 2-3 seconds, others seem to wear off as soon as you do anything else. I have slow but never tried it... might have a look, normally I equip stun, others seem to use fear.
Slow and slow attack don't really do anything as an enchantment since the link breaks immediately [or atleast for me it does...only level 30 mage, so perhaps more experienced mages have different results]. Stun seems to be better since it occupies the mob for a hit or two; I don't have blind or fear so I can't speak as to their usefulness. Best bet seems to be a DD - especially if you can get one from a higher level mage--warning: you still have to have enough sap to use it! Also, there seems to be a "recharging" period between uses.
Re: Amp bonuses
Posted: Thu Dec 02, 2004 12:12 am
by hubba1
On the plan of nuke then chop, nuke then chop -- yes you can pull that off and even slow the enemy's attack.
But, not as the people who answered your question planned, as they said.
Instead, keep in mind that in Ryzom, you can be fighter/mage/sorceror/buffer/crafter/harvester. There is no cap on your ability to level in any or all of these simultaneously. So here is how you achieve your plan above.
Fighters above level 20 in fight can learn more skills, it branches into both Melee Fighting and Ranged Fighting (for guns etc). You'll find that there is a Melee Skill each a special for the various classes of weapons. I think Blunt has Slow Attack, but it might just be Slow Movement. Later I believe there is a Stun special melee attack, but I don't recall if it is Blunt Weapons only. For Piercing Weapons there is the special Melee Skill you can learn called Ignore Armor. Slashing weapons have a Bleed Attack. I'm sure there are other choices later as well.
Ok, so what you can do is the following, I've done it many times myself, but I use a sword, so instead of Slow Attack, I use Bleed, but it's the same concept.
First, you can cast with a melee weapon in hand. You DO NOT have to have a Magic Amplifier in hand (Amps simply improve your casting range, mana cost, and speed, and can have other bonuses), you also do not have to fight with fists to use magic. So you don't have to be a monk or a mage in the traditional sense.
My hybrid character can cast an elemental spell at range to pull it away from the herd or nearby predators. I may cast another as it runs in. I then smack it with my melee weapon as many times as I want (in my case a 2-hand sword, so I use either Bleed or Increased Damage which is available for all weapons even Magic Amps or plain fists).
In addition, although you can be interrupted, you could Root the monster with such a spell and run off, not efficient with Root 1, or cast Fear ... which if not interrupted can make the animal run away for a bit. After you Fear it you can cast another Cold, Acid, Rot elemental type nuke spell, then maybe Root it in place as it come in. Then either cast more spells or just pound on it with your melee weapon.
So the nuke/chop/nuke/chop is VERY ALIVE in this game. You can build your character to do exactly as you want. To get a preview of such abilities take a look at your Action Progression window by typing the default "A" key.
I cannot say whether or not Slow Attack spell will work as you wish. I have not used it yet. But if it is a link spell, as the others have described, then a link spell requires your total concentration, you can't move or melee attack. In a few cases you may be able to cast another spell per the manual.
Keep in mind that many of the Version 1 spells are not so hot. Root 1 is not bad, I can with Magic Amps on I can fire two more blast spells before it wears off, so it's maybe a gain of 1.5 spells at best on the rooted creature. Fear makes it run for a good 6-8 seconds, but you have to be careful not to actively intend to swing before the animal registers its fear, or it will not complete and so there is a bit of timing involved. As soon as that effect shows or you see it in the system window as feedback, cast a nuke as he runs away, then another, etc. Sometimes you can get 3 off.
But they can be resisted, can fumble or fail, can be interrupted as you try and cast them by being hit hard enough by a foe.
This is all based on the newbie land experience. I wish you well.
Re: Amp bonuses
Posted: Thu Dec 02, 2004 10:55 am
by sprite
zonoli wrote:I have an amp that adds 100% to heal cast speed. 100% of what and to what? Is there a magic level of cast time stanza that I can use to still make the cast "instant?" I don't understand what the bonus actually adds to.
If you dont use any time credits then the spell will only take as long as the animation to cast.