Unknown2005-04-13 11:50:45
The third option is there for those that perhaps thing it SHOULD, but for practical and balance reasons, want it to stay the way it is.
I think elemental should be included, it seems logical.
Of course, if a God can say that my information IS wrong, and elemental damage types IS ALREADY reduced by training in Magic, feel free to announce it and close the topic
I think elemental should be included, it seems logical.
Of course, if a God can say that my information IS wrong, and elemental damage types IS ALREADY reduced by training in Magic, feel free to announce it and close the topic
Unknown2005-04-13 12:06:34
I believe the Magic skill should offer resistances on Fire, Cold, Lightning, and Magic. Resilience covers Poison, and to a much lesser extent reduces Blunt/Cutting.
However, I do believe Magic should offer a 15% resistance to those four at transcendent. Currently it offers just a 25% resistance on Magic (so it appears). That would bring it in line with the mini-skills of other realms, only all rolled into one.
However, I do believe Magic should offer a 15% resistance to those four at transcendent. Currently it offers just a 25% resistance on Magic (so it appears). That would bring it in line with the mini-skills of other realms, only all rolled into one.
Jack2005-04-13 19:45:02
QUOTE(Anonymous @ Apr 13 2005, 12:06 PM)
I believe the Magic skill should offer resistances on Fire, Cold, Lightning, and Magic. Resilience covers Poison, and to a much lesser extent reduces Blunt/Cutting.
However, I do believe Magic should offer a 15% resistance to those four at transcendent. Currently it offers just a 25% resistance on Magic (so it appears). That would bring it in line with the mini-skills of other realms, only all rolled into one.
However, I do believe Magic should offer a 15% resistance to those four at transcendent. Currently it offers just a 25% resistance on Magic (so it appears). That would bring it in line with the mini-skills of other realms, only all rolled into one.
96392
I couldn't have put it better myself.
So I won't bother trying.
Richter2005-04-13 20:46:45
Makes sense to me, I voted with everyone else.
Let's see my trans magic matter now.
Let's see my trans magic matter now.
Jack2005-04-13 20:48:09
I just think it's vital to have more defences against the elements.
Especially with the implementation of element runes and the 0varp0wardn355 of Aquamancer staffcasts.
Especially with the implementation of element runes and the 0varp0wardn355 of Aquamancer staffcasts.
Ceres2005-04-14 08:27:25
Go go gadget tankiness.
Murphy2005-04-14 08:36:08
bah, it should resist damage that is magic sourced (IE geomancer staff is 100% magic source, and 25 25 50 for cut blunt and poison respeictively)
Unknown2005-04-14 09:07:47
Nope, all elemental. Quit whining about your maces, Murphy.
Murphy2005-04-14 09:13:33
bugger off tuek, I was thinking more of poison gasses, and I'm writing a whole section about elemental runes so dont be such an ass
Unknown2005-04-14 09:20:43
Nice edit.
Edit: And why would you do it like that? Then Geomancer Staffcast would be weaker, since Magic would resist it, and so would resilience.
Edit: And why would you do it like that? Then Geomancer Staffcast would be weaker, since Magic would resist it, and so would resilience.
Murphy2005-04-14 09:39:35
code it to resist only one type at a time
Unknown2005-04-14 10:32:11
QUOTE(Murphy @ Apr 13 2005, 11:39 PM)
code it to resist only one type at a time
97161
Or not? And Magic doesn't affect Geomancers at all at the moment, and if Magic was changed to affect elemental damage types, it still wouldn't affect Geomancers.
Richter2005-04-14 19:32:38
The people have spoken.
Terenas2005-04-14 20:44:50
QUOTE(Richter @ Apr 14 2005, 07:32 PM)
The people have spoken.
97660
Since when does 25 people voting on the forum stands for the majority of Lusternia?
Revan2005-04-14 20:48:03
QUOTE(terenas @ Apr 14 2005, 04:44 PM)
Since when does 25 people voting on the forum stands for the majority of Lusternia?
97744
Since the playerbase is under 100? =p
Lisaera2005-04-14 20:49:46
Actually We often have over 100 people online at one time, so saying the entire playerbase is below it is incredibly inaccurate.
Revan2005-04-14 20:51:39
I apologize then. I never really pay attention, except that this morning I saw that 63 people were on, so that jumped into my head.
Terenas2005-04-14 20:54:38
I voted that Magic should not include Elemental damage for the pure reason that at the moment the Aquamancers' only method of killing anyone is via damage, be that is hailstorm or heat staff, most of their demesne effects are annoying, nothing extremely dangerous. Whereas Geomancers get chasm and poison gas and Hartstone gets Sap. If you want to fix elemental damage, either downgrade elemental runes or make electrical resistance vials.
Roark2005-04-14 20:55:31
QUOTE(Revan @ Apr 14 2005, 04:51 PM)
I apologize then. I never really pay attention, except that this morning I saw that 63 people were on, so that jumped into my head.
97758
During off-hours it will be well below 100, especially on weekdays. That's due to geography. Most of the customers are Americans, so during off-hours you are seeing some of the player base of whichever continent the sun is shining on at that time, though not the total since you won't have everyone on at once. Weekends also tend to attract more players than weekdays like today due to work and school.
Shiri2005-04-14 20:57:31
Hm. I'm around for about 45% of my life ( ) and I never notice much, if anything, more than 100. That's about 4PM -> 2AM GMT on weekdays, and 11AM -> 2AM GMT weekends/holidays.
Maybe I'm just missing something.
Maybe I'm just missing something.