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PostPosted: Wed Dec 23, 2009 6:55 pm 

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1. i noticed that i fizzle so much on magery spells.. and ppl said that necros got 50% fizzle chance on magery.
why should we fizzle that much and our magery cap is 80.. i think this fizzle chance should be lowered to 20% or anyelse and that would be more than enough


2. on the race guide.. it says that necros can wear only light armour, so why do i have 5% chance to fizzle on my bone armour?

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PostPosted: Wed Dec 23, 2009 11:37 pm 
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necros SHOULDNT fizzle more magery then a mage at the same level...
why would necro make you fizzle 50% of the spells u throw when u already will fizzle because of the 80?

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PostPosted: Wed Dec 23, 2009 11:43 pm 

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Im pretty sure necros only have 50% fizzle on spells above 4th circle. Dont quote me on that though..


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PostPosted: Thu Dec 24, 2009 12:05 am 
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Quote:
Im pretty sure necros only have 50% fizzle on spells above 4th circle. Dont quote me on that though..
thats still stupid! 50%?
like so a whole 80 magery worth of skill points goes to something that will only be reliable 50% of the time??? less then that because ur capped at 80 and would fizzle some anyway..

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PostPosted: Thu Dec 24, 2009 12:27 am 

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Necros seem to not have been thought out carefully. If anything they have too many probelms with them.


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PostPosted: Thu Dec 24, 2009 2:53 am 

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I would say necros are probably the most thought through and intricate class... talk to Jorus... :lol:


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PostPosted: Thu Dec 24, 2009 10:28 am 
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intricate yes

but intricasy can lead to alot of bugs lol
and common scripting mistakes like leaving things out


eg.- when u cast magic armor ur old armor doesnt get destroyed, and cant be dropped without using magic armor while over weight, or being removed by staff

and im sure alot of these codes can be made alot more effiecent...

but thats getting offtopic...

a fizzle rate of 50% on something you have to blow 80 skill points on is ridiculous//

think of things from a training point of view also.
you only get a good chance to gain when u suceed a spell..
..to currently train magery, you must cast spells close to the highest you can...
but when u reach about circle 4.. you'll start fizzling half your spells. meaning 50% of the time, y ou wont have a chance to gain....

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PostPosted: Thu Dec 24, 2009 11:59 am 

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Which means your spending as much time training magery as you are necro. Of course necro will take much longer, but you know what I meant.


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PostPosted: Thu Dec 24, 2009 6:38 pm 
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um,, no actually i dont.....

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PostPosted: Fri Dec 25, 2009 3:30 am 

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The more fizzles in your magery, the slower and less gains your receive if you constantly fail after the 4th circle...


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PostPosted: Fri Dec 25, 2009 10:14 am 
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oh yes. that is my point,
with some bone armor on, you will fizzle more magery spells than you succeed if you look at it percentage wise

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PostPosted: Mon Dec 28, 2009 5:41 am 
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Don't blow 80 skill points on it?
No one is forcing you to take magery, and in fact it's actively discouraged. It's part of the balance of the necromancy spellset, due to some particularly devestating combinations of the two that can be used.
So yeah, it's not ideal from a player standpoint, because everyone wants to have everything, but it's not something new. the 50% penalty to all spells over circle 4 has always been a part of necromancy.

It's probably not going to change. If it does change, it will either change by lowering the necromancer magery skillcap and removing the fizzle, or by preventing certain magery spells from being used by a necromancer. Again, that's just two ideas off the top of my head that might work to maintain the balance, if you want to think on them or come up with a third you're more than welcome.


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PostPosted: Mon Dec 28, 2009 12:31 pm 
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just make it so those specific spells have fizzle rates if you cast a set amount of time after....

lets say the
"devastating combo" is fs and flame whip.....

if you cast fs then flame whip in quick session make it have a 50% chance to "burn your hand" if lets say fs is cast quicker then 3 seconds after a fs has successfully been cast....(not resisted).

that way we don't have to train magery for ever...


"Don't blow 80 skill points on it?
No one is forcing you to take magery, and in fact it's actively discouraged. It's part of the balance of the necromancy spellset, due to some particularly devestating combinations of the two that can be used."

magery is needed to make a necro effective... why would it be discouraged in your skill build?

look at it like this, if you want a balanced pvp character, you will want the ability to fight mages and warriors and tanks
like most mages warriors and tanks are able to do among them selves.

if you can kill a warrior with just necro spells... your pretty damn good or that warrior sucks some serious tally wacker.

necromancy deals alot with trickery or w.e , but as for damage needed to kill a warrior solo, it just doesn't possess by it's self, along with it's high mana consumption magery is NEEDED to really to heal without consuming all of your mana like reconstruct will do...

that same limitation basically rules out using a melee skill as a viable method of dealing damage. because the warlock already takes ALOT of damage.... .. i got 30 HP damage from a fireball yesterday... damn....


so if magery is discouraged, what skills would be used to deal damage? to a warrior...

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PostPosted: Mon Dec 28, 2009 2:02 pm 

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Quote:
or by preventing certain magery spells from being used by a necromancer.
sounds good to me! :roll:

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PostPosted: Fri Jan 08, 2010 2:30 am 

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Today i fizzled to mark a rune 18 times in a row which is really ridiculous..

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