Sapphire -> RE: Armours - Read the first post! (10/26/2021 17:39:59)
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I would like to see an in depth breakdown info subs on each, as the one put out prior to the advanced versions left some info out, but.. Fear Skill- Spellslinger- MP cost Commander-SP Cost Advanced- SP Cost Haunting- Spellslinger- MP Cost; Grand costing 915 Mp for being overcharged Commander- SP Cost Advanced- MP Cost Stat Toggle- Spellslinger-+50 INT; SP upkeep Commander- +50 Charisma; SP upkeep Advanced- +35 INT + 35 Charisma; SP Upkeep Raise Skeleton Guests- Spellslinger- MP Upkeep Commander- SP Upkeep Advanced- SP Upkeep Wraithwork Guests- Spellslinger- MP Upkeep Commander-SP Upkeep Advanced-MP Upkeep Twin Summoning- Spellslinger- MP Upkeep Commander-SP Upkeep Advanced- SP Upkeep Unless I have missed something, everything else is the same on all 3 versions as the L70 version, just higher costs to match L150 PLvl. Costs are all standard for MP and SP for PLVL 153, except the overcharged Grand Haunting and the "efficient" haunting version. Also, to my knowledge, the spell and pet/guest amplification @ 98 SP upkeep is the same on all armors, but no info on what the boosts look like. My *guess*, is 10%. Three other changes- The anima barrier post-spell gets lucky strikes for those who train luck (Go luck!! BOO dex!!) and You can only get access to all skills if your class title is Necromancer. Changes made to Paladin also. I dont know if this is simply a Necro/Paladin dynamic, or a sign of things to come for all classes. Third, the spellcaster lean is now X1.25 defense, X1 offense, and X1.375 to all spells casted. Element specific 1.832, 1.44 to two other elements removed, so more general. This changed is allowing them to keep the built-in spells ele-comped and balance it out a bit better. The armors that are spellcaster lean going forward should see a bit better usage overall and not case-specific. You likely saw a GBI thread on it, but just in case you didn't there's one there. That's the nuts and bolts. As for how strong the guests/pets are, like how good the burns, bleeds, paralyze, etc etc is I am not sure. I can say the bleed is pretty good, and the burns from dracolichs is HIGH. @Arcanum above Not sure, but my guess is they're taking the raw balanced numbers, applying the effect (negative damage plus how it is affected by eating the bleed/fear) and that *average* * resistance will yield what they're saying as an example. This in theory should get better with damage buffs, but rend mana is currently bugged to heck. It was bugged in an O/P way before advanced was releaed, now it's bugged in the opposite way..useless because it will glitch out and last 1 turn with a wierd round modifier attached that isn't a number, but effectively is 1 round. Needs fixed.
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