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Old Dec 13, 2007, 10:02 AM // 10:02   #21
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So how much percent would you prefer?

And the "you destroyed my perfect english!" part was cause I rpeated some wordes twice.
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Old Dec 13, 2007, 10:41 AM // 10:41   #22
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Quote:
Originally Posted by [M]agna_[C]arta
So how much percent would you prefer?
Hmmm wel 3 energy regen gets you 1 energy per second, for only a little more.
So for energy to work out, a spell that costs 5 energy can be cast once very 5 seconds, 10 energy every 10 seconds, 25 every 25 seconds.

That of course presumes a perfect situation, but without a perfect situation you can't get a perfect calculation.

So a each caster expends around 1 energy per second.

Lets say teams will always be equal in size(no slackers & link deads) and made up out of all different classes.(in a perfect situation GW is balanced and there is no 1 class played more than others)
There are 9 professions +1(this one, can't calculate this class if it is lef out of the calculation)
3 out of those (W)(R)(P) don't primarily use spells, another (A) doesn't use them a lot.(the way I play a dervish they do use a lot of spells)
So 4 out of 10: 40% are not casters.

So 60% of the foes expends 1 energy per second on spells.

The teams where the same size, 8 is the best team size so there are 8 foes.

60% of 8 is 4.8.

The enemy team spends 4.8 energy on spells per second.

We want to gain some of that energy, as we maintain enchantments and like to maintain a lot, lets say we want up to 3 extra energy regen so we can maintain 3 more enchantments

So at 16 in our primary we gain 1 energy per second.

4.8 = 100%
?% = 1
20.8888888% = 1

At 16 the primary should gain us 20% of the energy from spells.

20/16 = 1.25%

Each rank in the primary gains us 1.25% of the energy from spells used by foes.


Blame, me wanting an excuse not to write my 'stageveslag' for the overly long explanation.
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Old Dec 13, 2007, 12:31 PM // 12:31   #23
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I think it'll be more balanced if we used maintained creatures.
So it wouldn't be weird gaining energy for no reason and no connections.

Affecting Maintained Creatures is more resonable cause it really does balance the Energy Degen, and we would really have a story behind the energy gaining.
So it works like this, Maintainance, is an ability used by Artificer to maintain their energy by gaining some of the energy used up by spells by creatures who are connected to them.

And I am thinking of change the name of the Attbirutes name^^.
Cause I thought of making a "Blacksmith Rune Mage Feel" in my Concept Art.
As I said I'll be usin my Concept Arts this time, well I am using other artist's work for a while though^^.
  • Maintainance -> Runology(Any better names?)
  • Assistance -> Mana Forging
  • Larceny -> ????(Something Opposite of "Mana Forging")
  • Symbolism -> Symbolism(Any better names?)

And I'll replace those mes like spells tomorrow^^.

Last edited by [M]agna_[C]arta; Dec 13, 2007 at 12:49 PM // 12:49..
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Old Dec 13, 2007, 01:29 PM // 13:29   #24
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Quote:
Originally Posted by [M]agna_[C]arta
And I am thinking of change the name of the Attbirutes name^^.
  • Maintainance -> Runology(Any better names?)
  • Assistance -> Mana Forging
  • Larceny -> ????(Something Opposite of "Mana Forging")
  • Symbolism -> Symbolism(Any better names?)
Good idea, the names where a bit boring.

Maintanace deals with linked creatures... how about
  • Mana/Aether Conducting
  • Mana/Aether Channeling
  • Captivation... as in soak up... ehhh too much of a long shot
  • Mana/Aether Extraction
  • Mana/Aether Excavation
Could also go with runes = writing = text/wisdom
  • Lore
  • Legendry
Assistance smith's version
  • Mana/Aether Weaving
  • Mana/Aether Binding
Scholar's version
  • Fascination
Larceny smith's version
  • Mana/Aether Chaining
  • Mana/Aether Carving
Scholar's version
  • IDK
Symbolism smith's version
  • IDK
Scholar's version
  • Engraving
That's my 2 cents, $ cents today, don't think it's worth a lot.

Last edited by System_Crush; Dec 13, 2007 at 01:31 PM // 13:31..
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Old Dec 14, 2007, 09:11 AM // 09:11   #25
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Thanks but I need to replace Symbolism it is what makes Mes like.
I am thinking of making it something more of my Sopphetio.
But what weapon to use this time^^?

I like Mana Channelig but their is already a Skill Channeling and Attb. Channeling Magic^^.
So for us.

And what are those Scholar Version thingies?
And any Idea for Insignia?
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Old Dec 14, 2007, 10:08 AM // 10:08   #26
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Quote:
Originally Posted by [M]agna_[C]arta
And what are those Scholar Version thingies?
Could also go with runes = writing = text/wisdom
Which gives you a diferent set of attribute or skill name... things.
That happen to relate to a scholar = historian/record keeper person, those logically know about runes.
Quote:
Originally Posted by [M]agna_[C]arta
Thanks but I need to replace Symbolism it is what makes Mes like.
Hmmm, it needs to be a low energy cost attribute, if not signets... adrenal skills don't fit.
A wanding attribute perhaps?
The maintained enchantments taking energy regen, mean this class won't be spamming spells, so their wand and staff will be important to them.

Don't use wand attack skills, or a damage increase/crit chance for a caster weapon, those are for martial weapons and magic does not achieve critical hits.
Something cast pre-combat that lasts a really long time, kind of like preparations, but for wards, not costing much energy and not requiring you to spend time on them during a fight.
Things like multi target at the cost of damage reduction, and damage type changing.
And zealous and vampiric wand preparations, like a black smith forges weapons, a rune smith forges the magical properties of weapons and enchantments.

Quote:
Originally Posted by [M]agna_[C]arta
And any Idea for Insignia?
Me? those shouldn't be that hard should they?
Shaky Insignia | +5Al while energy below 75% +5AL while energy below 50% +5Al while energy below 25%
Sturdy Insignia | +5Al while energy above 75% +5AL while energy above 50% +5Al while energy above 25%
Miner's Insignia | +3AL for each gem spell equipped
Hoarder's Insignia | +10 health for each gem spell equipped

===============================

Quote:
Originally Posted by [M]agna_[C]arta
I am thinking of making it something more of my Sopphetio.
But what weapon to use this time^^?
As a trickster class, lets get original; have them a weapon that pretends to be more than one type of weapon.
Perhaps the same type that their attack target is wielding, and have attack skills that change dependent on the weapon's current type.
Or have in change between 3 very different things unique to the class.

For balance it would be handled like a caster weapon, with damage based on your level and the weapon skill does not give a crit chance.
So that some trickster's weapon won't be more efficient than a warrior's life long training with a sword, just more versatile.

Last edited by System_Crush; Dec 14, 2007 at 10:11 AM // 10:11..
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Old Dec 14, 2007, 01:34 PM // 13:34   #27
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Intresting^^!
But I already have a Scholar, the Artificer is somekind of uhm, like you'r Artificer.
A Mix of Rune Loving Blacksmiths^^!

Thanks BTW, So thats Stave Mastery, okay okay^^!
Will it be fine if the Artificer would have Armor and Weapon Spells^^?
Armor Spells are like Weapon Spells but depends on the damage taken.
And the Weapon Spells normal damage dealt, well not all.

Any other name for Stave Mastery?
And the Artificer is more based on Offense than Defence unlike the Rit.
Well you don't see rits casting offensive WS on their allies^^.

And how bout Forge Spells instead, Forge Spells are like WS but it affects Adjacent Allies.
Forge Spells would enable allies to Fight better but weakn them too.
Like Ethereal Seperatiuon but on Allies, or allies suffer from weakness but when they strike the foe loses X-Y health not taking damage.

And any other name for Maintenance?
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Old Dec 14, 2007, 02:00 PM // 14:00   #28
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Originally Posted by [M]agna_[C]arta
Well you don't see rits casting offensive WS on their allies^^.
I'm working on a way to make a [skill=text]Splinter Weapon[/skill] MM work and have a warforge Mes/Rit that has become outdated since the last nerf fest, but did exactly that.

Quote:
Originally Posted by [M]agna_[C]arta
And how bout Forge Spells instead, Forge Spells are like WS but it affects Adjacent Allies.
Forge Spells would enable allies to Fight better but weakn them too.
Like Ethereal Seperatiuon but on Allies, or allies suffer from weakness but when they strike the foe loses X-Y health not taking damage.
And don't inflict weakness on allies, I hate weakness, it lowers atributes by 1 which sucks for a lot of classes, that do more than just deal damage.
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Old Dec 15, 2007, 12:21 AM // 00:21   #29
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I was reffering to a rit who actually buffs their allies not themselves nor their pets.
Weakness loses attributes?
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Old Dec 15, 2007, 08:37 AM // 08:37   #30
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Quote:
Originally Posted by [M]agna_[C]arta
I was reffering to a rit who actually buffs their allies not themselves nor their pets.
Weakness loses attributes?
Had to use Guild Wars Wiki, is GuildWiki MySQL server broken for any1 else 2?
I had A MySQL server belly up on me just before I went to bed and the wiki one just as I woke up, I'm thinking it's me...
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Old Dec 25, 2007, 03:16 AM // 03:16   #31
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u sound like a WoW expert
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Old Dec 25, 2007, 11:01 PM // 23:01   #32
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Quote:
Originally Posted by Avatar The Element
u sound like a WoW expert
Don't use insults like that we have kids reading this!
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Old Dec 26, 2007, 12:15 AM // 00:15   #33
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I would make a remark a this point in time but System just about summed everything up...thanks a lot :P
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Old Dec 26, 2007, 11:46 AM // 11:46   #34
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Not a WoW fan^^.
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