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Apocalypse
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PostPosted: Sun Jan 04, 2009 4:53 pm |
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Joined: Wed May 23, 2007 8:50 am Posts: 2398
Bot Check: GAMER
Website: http://www.dxgaming.com
Location: United States of America
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K, wanted to talk about this for a good while now, never have gotten the chance to really, so here I go.
I suggest that this should be removed completely, mages wearing armor and fizzling that is. If I want to fight someone, I have to go completely naked, which really sucks. Mages suck so much now that I have completely stopped training mine and am thinking about turning him into a tank, I've trained him for over 1 year and then now with the armor fizzling one spell after another he sucks ass..
For example, with the old system I think that my mage was fine. I dueled my cousin shadow hunter every once in a while and could take him down in maybe 30-60 seconds. Now with the new system, I am desperatley trying to stay alive at 10-20 hp the whole match, not able to wear armor. Although I did kill him at the end of the running around and having my health at 5 hp the whole match, I still think if he put forth more effort he would have owned me easily.
So I voted that mages should not fizzle while wearing armor, thanks!
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belgarion
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PostPosted: Sun Jan 04, 2009 9:17 pm |
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Joined: Thu Dec 16, 2004 8:11 pm Posts: 3668
Location: Sudbury Ont. Canada
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The problem i have is this, the effects of RA has been lowered, affects of poisoning lowered, massive failure rate while wearing armor. Now for warriors archery was taken away but only vamp warriors. So basically all this has done is made human warriors the strongest fighting char on the shard, (unless the new racial abilities can somehow make up for the loss of archery which would be tough to do.) And also made it so a mage has to run around all over the place because if he gets walled he's f*****. Doesn't seem very balanced to me. I fail to see why everyone thought mages were overpowered anyway? If anything they only seemed overpowered because resist took so long to gain. But a high resist warrior was always a tough kill even with deadly poison the way it was.
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Drizzt
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PostPosted: Sun Jan 04, 2009 10:21 pm |
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Joined: Thu Feb 05, 2004 11:54 am Posts: 2446
Website: http://www2.webng.com/legionofvalor/default.shtml
Location: Arkansas
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since armor sucks now anyway for mages, one thing you could do is make your mage a pure class mage at least then you get the extra skill points to help. cause the only reason to be human mage before was to wear plate.
_________________ LOV FOR LIFE
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Wizard_of_Gore
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PostPosted: Mon Jan 05, 2009 9:34 am |
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Joined: Sat Dec 18, 2004 8:02 am Posts: 2592
Bot Check: GAMER
Website: http://jizaboz.com
Location: USA
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I did not vote because you didn't provide my option... that is I think that mythril armor should be the ONLY armor without any casting penalty.
_________________ Ultima avatar: The Famed JIZABOZ,GWAR Guildmeister
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Tax_man
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PostPosted: Mon Jan 05, 2009 11:27 am |
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Joined: Wed Jun 14, 2006 4:15 pm Posts: 1234
Bot Check: GAMER
Website: https://twitter.com/TaxDiabolus
Location: Liverpool, England
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Yeah I agree with jiz, it should be myth that ya can wear without the casting penalty or at least a more reduced rate...
...although isn't Silver supposed to be an upper level armour for mages - or have I read that wrong previously??

_________________ Miner/Smith/Lumberjack/Carpenter/Cartographer
Alchemist/Fisherman/Tamer/Warrior/Daemon
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_Venom_
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PostPosted: Mon Jan 05, 2009 12:06 pm |
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Joined: Sat Oct 28, 2006 8:33 pm Posts: 1287
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Silver is the same as Myth, just has more AR.
I agree too, I've had times where i've failed recalls 4x in a row because of armor, it sucks hard.
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Apocalypse
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PostPosted: Mon Jan 05, 2009 2:23 pm |
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Joined: Wed May 23, 2007 8:50 am Posts: 2398
Bot Check: GAMER
Website: http://www.dxgaming.com
Location: United States of America
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Yeh, if myth or silver would have a very low failure rate or none at all that would be fine.
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belgarion
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PostPosted: Mon Jan 05, 2009 3:46 pm |
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Joined: Thu Dec 16, 2004 8:11 pm Posts: 3668
Location: Sudbury Ont. Canada
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Drizzt wrote:since armor sucks now anyway for mages, one thing you could do is make your mage a pure class mage at least then you get the extra skill points to help. cause the only reason to be human mage before was to wear plate.
But what skill could you possibly do to make up for it? I dont want a gm mage with gm poison who makes arrows on the side. 
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GMBob
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PostPosted: Mon Jan 05, 2009 3:54 pm |
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Joined: Thu Nov 02, 2006 4:07 pm Posts: 1760
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Mytheril and silver already have a reduced chance.
Each has a 1/3rd rate of their other armors.
Test it over the next week and see if this is any better.
I've added in 2 things:
1st is a counter that says what your fail chance currently is, everytime you fail a spell. it should be 30 for plate, 10% for enchanted(silver/mytheril) plate. You can figure out the other %s from the table.
If that reports something wrong, unequip all your armor and requip, if it still goes, page and i'll look at it.
2nd is i've added in a slight ability to not fail after you've failed a previous spell. This is just to offset the fact that sphere uses a shitty random number generator.
See if this works better for you. You will still fail the same amount, it just won't be as closely grouped together as it probably is looking like.
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belgarion
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PostPosted: Mon Jan 05, 2009 3:57 pm |
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Joined: Thu Dec 16, 2004 8:11 pm Posts: 3668
Location: Sudbury Ont. Canada
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GMBob wrote: 10% for enchanted(silver/mytheril) plate.
Do enchants actually work now?
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GMBob
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PostPosted: Mon Jan 05, 2009 4:00 pm |
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Joined: Thu Nov 02, 2006 4:07 pm Posts: 1760
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Enchanted is what I decided to call the variable that tells the system that a given piece of armor is "magical" armor and therefore let mages fail less
All mytheril/silver armor that is created have this variable.
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belgarion
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PostPosted: Mon Jan 05, 2009 4:07 pm |
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Joined: Thu Dec 16, 2004 8:11 pm Posts: 3668
Location: Sudbury Ont. Canada
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K thank=x i thought you were talking like enchanted weapons the way it used to be.
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Apocalypse
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PostPosted: Mon Jan 05, 2009 4:29 pm |
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Joined: Wed May 23, 2007 8:50 am Posts: 2398
Bot Check: GAMER
Website: http://www.dxgaming.com
Location: United States of America
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GMBob wrote:Mytheril and silver already have a reduced chance.
Each has a 1/3rd rate of their other armors.
Test it over the next week and see if this is any better.
I've added in 2 things:
1st is a counter that says what your fail chance currently is, everytime you fail a spell. it should be 30 for plate, 10% for enchanted(silver/mytheril) plate. You can figure out the other %s from the table.
If that reports something wrong, unequip all your armor and requip, if it still goes, page and i'll look at it.
2nd is i've added in a slight ability to not fail after you've failed a previous spell. This is just to offset the fact that sphere uses a s****y random number generator.
See if this works better for you. You will still fail the same amount, it just won't be as closely grouped together as it probably is looking like.
Where is this % table at?
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