Digging into the scripts via toolset, you can find most of the base values and modifiers for spells, this includes all the Arcane Warrior abilities. I'll post all the relevant ones I find here. Blood Mage stuff may go here as well for obvious reasons.
Via Toolset:
Combat Magic:
+5 Attack
- +SP/5 ATK
-Sub StrMod for Magic
Aura of Might:
+5 Attack
+10 Def
+5 Dmg
Shimmering Shield:
+15 Armor
+75 Resist All (Including Phys/Mental)
-10 Mana Regen
Fade Shroud:
+1 Mana Regen
+25 Displacement Bonus (Literally 25% Dodge)
Blood Wound: (100+SP)* 0.6 DMG
Duration: 10 sec
Spell Wisp: (100+SP)*0.05 Bonus SP
Heroic Offense: (100+SP)*0.1 Bonus ATK
Duration:20 sec
Weakness:
-10 ATK
-10 DEF
-20% ASPD
Duration: 20 sec
Miasma:
-10 ATK
-10 DEF
-40% Move Speed
Rock Armor: (100+SP)*0.25 Armor
-Has a cap (Don't want to script dive for it, maybe later)
Arcane Shield: (100+SP)*0.1 Def
NOTE: "GXA Overide" If you have Ability 400100? " if (HasAbility(stEvent.oCaster, 400100) == TRUE)"
This becomes "Fade Shield" Perhaps.. Fade Shroud? Too lazy to check.
Giving you +15 Displacement and Spell Resist.
Spell Might: (100+SP)*0.1 Spellpower
-4 Mana Regen
Personal Testing:
-Bonuses from Spell Might do not affect display value DPS (Spell Might doesn't seem to make your Combat Magic better)
Quick Summary:
-Miasma doesn't scale
-Arcane Warrior Buffs don't scale
-Shimmering Shield & Fade Shroud are ridiculous
-Hitting will be difficult without investments into DEX or STR. 1 for 5 isn't amazing.
Questions:
-Dual Wield: Anyone out there know what kind of damage and attack penalties etc. you suffer for DWing as a mage? For some reason my single target DPS with 1 weapon > (Sword + Dagger ~ 2H). I have 20 str, 30+ Dex and 50 Magic.
EDIT: Got it, thx ^^, yes... TWFing does nerf you.. short answer, but still worth it
-Combat Magic's lack of a +dmg bonus: -In core.h, Magic = Str for Dmg
Tangent Note: Much thanks to devs for some excellent commenting.
Modifié par ekental1, 23 novembre 2009 - 01:59 .





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