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Ambrosius

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Everything posted by Ambrosius

  1. The Chim Project

    Voted no twice. The game has always been designed that the higher your a/d you get the more difficult it is to get good xp. Theres already TS now + increased DC health compared to before. imo theres two options: You either stay on low fluffy/ferro attributes and get good xp waiting to spend your PP (which usually never happens because too afraid to loose some xp or resetting all the time) and suck in PK. Or spend your PP, go to chims and take a bit less xp for granted but be strong and have fun in PK...and about less xp...double chim with a small sword still gives good xp.
  2. Reasoning Removal Stone

    14k
  3. Reasoning Removal Stone

    11k
  4. Cooldown On Summoning Stones

    People complain because they want to PK as in Player Kill and not SK as in Summon Kill Dissing people and fleeing a map or summon even more doesnt help PK, it makes it worse + it makes it needlesly more expensive. Added cooldown will bring more strategy as you will actually have to think when to use a summon (ie to catch a diss or flee, to distract your enemy for a second, etc.).
  5. Cooldown On Summoning Stones

    Made a poll about it once. About 75% of ppl who voted was for changing the cooldown on summoning stones in some form. http://www.eternal-lands.com/forum/index.p...c=35058&hl=
  6. cape of no more warlock

    IMO the only way Warlock cape or Cape of no more warlock are ever going to get used much (and same goes for bronze armour) when smth like ~20 magic resticance gives really good protection against the special armours and weapons. Only then ppl are willing to trade in their NMT / red / mirror capes for Warlock and Cape of no more warlock and dragon / ti armours for bronze armour.
  7. Bronze Plate

    With the changed stats the bronze set looks pretty ok now (without the shield). Its actually on par with the steel set now...or better...depending on what you want. Its gives better armour and it gives all the magic protection / resistance that the steel set doesnt have. Sure, it gives -4 accuracy (shield not included) but the steel set gives -2 accuracy and -1 defense. But how much does the bronze set with its magic protection / resistance actually help against special hits of the special weapons and summon stones? Its makes the chance to get hit 10% less or 20% or 50% or.....? And what is the difference between magic resistance and magic protection? edit...spelling.
  8. Bronze Plate

    Well, just did some testing on the test server. Sia had 30 magic resistance: full bronze set (so with helm and shield) + magic protection spell + warlock cloak = 30 magic resistance. see #arm screen from Sia: http://users.telenet.be/emrys/MR/bronzearmor2qn2.jpg We got quite a few special hits...the best screens are posted below. (screens of the special hits are taken by me) A few mana burns from cutlass of the mage...heres one: http://users.telenet.be/emrys/MR/30%20MR_01.JPG Freeze plate hit a couple of times: http://users.telenet.be/emrys/MR/30%20MR_02.JPG Orcslayer of mana nulification hit 2x...heres one hit: http://users.telenet.be/emrys/MR/30%20MR_03.JPG And mana drain cuisses doing their best: http://users.telenet.be/emrys/MR/30%20MR_04.JPG The 30 magic restistance did seem to help to reduce the special hits...but immunity...not at all. As soon as the magic protection spell ran out (so 22 magic resistance left) the armours and weapons seemed to hit like there was no magic resistance at all. As on the main server most ppl wont get 30 magic resistance (COL and ti shield instead of bronze helm and shield) the most you can hope for is 23 magic resistance which doesnt help much against special hits from armors / weapons. All in all we tested for 45 mins or so...not fighting all the time cuz of chat and filling up mana, getting stuff from store etc, etc.
  9. Part 2 of Largest Storage Sale in EL

    10k hes (65k)
  10. Bronze Plate

    Makes sence...but also exactly proves my point...nobody knows...so how can you make an educated guess on what helps against what and how good an armour actually is / performs.
  11. Bronze Plate

    Well ive seen smby in full bronze still get drained alot by mana drain cuisses...bronze didnt seem to help much there. So if its 15 magic resitance for bear stones...then what about the other stones weapons? Would be nice to roughly know whats needed to negate the special effects...and decide if its worth it to put up with the -4 accuracy of bronze in favour of avoiding the special hits. I mean full bronze gives 11 magic resistance...add to that the magic protection spell (which actually gives +8 magic resistance) so thats 19....add to that warlock cloak which gives another 8 magic resistance. Total: 27 magic resistance...will that give you immunity to special hits?...if so...ill use it a lot in PK
  12. Bronze Plate

    K then, that leaves: how much does magic resistance actually help against special hits from special weapons and summoning stones?
  13. Vitality Removal Stone

    15k
  14. 10.000 Rat Tails

    50k
  15. Useless items

    Well, the staff of protection can actually be great fun when used with MOL and Heal plate...its just much too expensive for what it gives. Staff of the mage is much better and is only 80k. If Staff of protection was 80k aswell i would use it in PK ^^ Dragon blade...nice weap...but again...the Staff of the mage is much better....gives more bonuses (like def) + the chance to drain or burn mana is alot higher. Atm the dragon blade is mainly used for posing Same with spear and halberd...not many ppl use them in PK...they just need tweaked a bit to make them more interesting. Rapier of death...BOD has almost same base dmg + better bonuses...and has A LOT more chance to do that 150 dmg...makes the Rapier of death almost not used.
  16. Mage class idea

    Because many other things depend on magic resistence, such as the spells of the animals, the special weapons and armor, etc. Another idea would be to split it up: Let magic resistance defend only against spells and let magic protection defend only against special hits of weapons / summons. This would currently give: Bronze set, would be good against spells and special hits then (+7 magic resistance +7 magic protection) Black set, reasonable against spells, very good against special hits (+3 magic resistance +10 magic protection) Red set, not good against spells, reasonable against special hits (+0 magic resistance +5 magic protection) Ti set , not good against spells, reasonable against special hits (+0 magic resistance +2 magic protection) and ofcourse a steel or ti shield gives +4 magic protection aswell. Warlock cape gives +8 magic resistance. The stats can be tweaked aswell ofcourse But this prolly is a lot of work.
  17. Mage class idea

    Well this way you can reduce the opponents magic protection and get a harm or drain in for good points. The other person could ofcourse recast the "greater" magic protection and so on... Will give the magic skill more meaning ingame. example: Greater magic protection 25 mana +60 protection Normal magic protection 10 mana + 10 proctection Reduce magic protection 10 mana - 15 protection You've got Greater magic protection running. Then your opponent casts reduce magic protection on you...you can either counter it by casting magic protection (but still end up with 5 lower magic protection) or just leave it...or just recast Greater magic protection again when your opponent casts another reduce magic protection on you. This would bring some strategy into play...risk getting harmed / drained for more or use more mana and recast magic protection / Greater magic protection again.
  18. Mage class idea

    Why not replace the magic immunity spell by a spell that just like the magic protection spell would give magic protection but like + 50 magic protection (or whatever magic protection is needed to even make high magic/rationality players do almost no damage) and call it greater magic protection or smth. When that spell is in effect even high lvl magic/rationality players can do very small harm/drain damage on you. Then introduce a spell called reduce magic protection or smth that reduces magic protection by ~8. (and it stacks when recast). Ppl can then lower other players magic protection and harm or drain for more points. Ofcourse this would need to be tweaked etc. but it would give magic usage a boost ingame because even when smby has the "greater" magic protection spell running smby with a good mage build can still get at least some harm / drain damage in....and more when reduce magic protection is cast.
  19. I cant log on EL

    Hope you get it running WA
  20. Selling antisocial perk removal stone Needs 10 pickpoints Start price 100k Increasements: 10k Auction ends on Wednesday 18.00 GMT+1 Happy bidding
  21. Selling antisocial perk removal stone

    *Sold*
  22. Magic Immune

    Lmao Amen to that ^^ Well said.
  23. Selling antisocial perk removal stone

    Changed starting price and posted end date.
  24. Mines, and a new perk

    Dont get your hopes up...ppl with high enough perception (usually fighters cuz of reasoning/instinct) can just see the mines. That wont change btw...i mean the lvl of visibility wont change for the mines?
  25. Mines, and a new perk

    After 48cap neg perks r not so overpowered like they were before, before 10 pps from hellspawn meant +10coord(so much stronger in pk and against monsters + additional 100 emu), now it only means +10 will or vit, which isnt that much And as always, some neg perks might be good for specific player while some other perks r really pain in the ass for this particular player, but "free" pickpoints for person who has a different playing style. mp Forgot about instinct and resoning? 10 pps in that for a player with same a/d will make you pwn him ^^ Most of the top end PK'ers should have close to that anyways, espc the top negged ones.. Like you, sia, quimb, pkduck.. etc etc.. I can tell you..it isnt so easy to get 4 x 48 + rest for will / vit still takes 44 x4 + 16 (will/vit) +7 nex = 199 PP you have to get somewhere.
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