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The lessons from the Little one's Market - YOUR CREATIONS & GUIDES - Ryzom Community ForumHomeGuest

YOUR CREATIONS & GUIDES


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#1 Multilingual 

Multilingual | Français | [English]
During the last Littel's ones' market, we had the opportunity to have a speaker briefly introduce you to a particular piece of equipment, sold at the market, but above all that you will use throughout your journey.

I would publish here the transcripts of these presentations, which are the work of our dear guests.

#2 Multilingual 

Multilingual | Français | [English]
transcript from Scooby's course on 24th august 2019

How to choose a good magic amplifier?

A simple tutorial for low level homins.


You will tell me, a magic amplifier must be supreme! No, not necessarily.....…

First of all, you must know the maximum quality of the amps you can wear: Intelligence + 10. You will find your level of intelligence in Identity (key P).

The quality number of the amp you want to buy is displayed in the lower right corner of the amplifier icon.


Quality of the magic amplifiers: Intelligence + 10 (Intel max = highest magic level + 25)

Note: An amp can only amplify spells whose level is less than or equal to the quality of the amp, hence the interest of getting amps of a level greater than or equal to the highest spell you can cast.

A right click on your amps, info and you will have... the informations on your amps.

  • The icon of the object (weapon, armor, loot...) has a different background depending on the origin: Tryker (blue), Fyros (orange yellow), Matis (green), Zorai (violet)
  • Hit points: when your amp reaches 1 hit point, you no longer have an amp.
  • Sap Charge: this is the maximum charge your amp can have in sap crystals to enchant spells. We will see about that later.
  • Skill, damage, hits per minutes...... up to magic bonuses, these features have no interest on amps.

We will focus on the important things:


That's when things get interesting. We must look at themagic bonus and therefore, thepercentages of speed and power of the spell. The higher the power, the more the spell is amplified, and the higher the percentage of speed, the faster your spell will start.

For low levels, an ampli is considered as good when it has minimum 83 % - 84 % in seep and power on the branch you want to train (Elemental, Offensive affliction, Heal, Defensive affliction).
It is obvious, it is better that your amps increase your spells by 100%, rather than 50% (for information, the 83% zone corresponds to an amp made with mostly excellent materials, the amps with mostly supreme materials will be around 97%)


The higher the percentages, the better your amps will be!

At the beginning, only elemental and heal are important, you will raise the offensive and defensive affliction much later: they do not inflict any damage (except in the case of madness), so they are not very worthwhile initially.

It is possible to have either percentages for a specific magic branch, or for absolutely all branches (very convenient).

And if you know the crafter and you smile at him, he can sign a beautiful message for you, in the crafter's message.…

Enchantment
As with all weapons, you can enchant your amplifiers:
  • right click on a spell, Life Gift for example
  • crystallize
  • take your crystallised spell
  • in your inventory, find the spell you just crystallized and do a "enchant right hand". Obviously, you have to wear your amp to enchant the right hand of your amp (you will see a number in the top left corner on the icon of your amp, which corresponds to the sap load).
  • recharge your amps with sap crystals or sap charges (which you can buy with faction points from the federal merchant in Fairhaven for example)
  • to use the spell, use the stanza (or brick) "Use Item Enchantment".

Enchantments are very useful to quickly heal a team member for example. You can alternate with a classic life spell, which will help you to bring up your teammate's life very quickly. Be careful, remember to recharge your amps everytime with sap crystals.

On your amp info, you can see what spell you have enchanted:


Thanks to Scooby for her work

Edited 3 times | Last edited by Ashgan (1 month ago)

#3 Multilingual 

il est super ton post !!! merci Ashgan !!

#4 [fr] 

Oui

En complément :

https://fr.wiki.ryzom.com/wiki/Enchantement_d%E2%80%99armes

Last edited by Craftjenn (3 months ago)

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#5 [en] 

Very nice, can the wiki adopt it?

#6 [en] 

Moniq
Very nice, can the wiki adopt it?

that was made for being shared, so it's a yes for me.
(please credit Scooby for the work and Kyriann for the trad)

Last edited by Ashgan (3 months ago)

#7 Multilingual 

Multilingual | Français | [English]

Armor, how does it work?


We could discuss indefinitely the cut, the color, the style...
But, if you look closer, Atysian outfits fall into 3 categories:
  • Light armor
  • Medium armor
  • Heavy armor

Armor for what?

Which armor to choose and how to distinguish them?

The easiest way is to select a part from your inventory or equipment tab and click on "info" in the pop-up menu that appears.


Here are the important features to consider:

Absorption of physical damage


Armor is primarily used to protect you.
It protects you from physical attacks from an enemy, but not magical attacks!

This protection is defined by the characteristic "Protection factor" in percentage.
An armor with a protection factor of 30% can therefore, in theory, reduce the physical damage of an enemy by 30%.

It is therefore necessary, a priori, to favour armour with a high percentage of protection.

In addition, physical attacks can be of three types:
  • Sharp (ex PVE: clopper / ex. PVP: sword)
  • Perforating (e. g. PVE: kirosta / e. g. PVP: spade)
  • Blunt (e. g. PVE : bodoc / e. g. PVP : mass)

On your armor piece you will find 3 values of maximum damage absorption, one for each type of damage.
It is necessary to combine both protection factor (in %) and absorption (in point), taking the lower of the two results.

Example:
A bodoc (blunt damage) hits me with a blow in the chest that makes 607 points of damage.


the maximum blunt damage absorption rate is 446 on my armor: I can reduce the attack by 446 points maximum.


But the protection factor of my armor is 53.4%, or 324 points: so I reduce the attack by 324 points.
I therefore collect 283 damage points.

These three absorption rates are related to the quality of my armor.
The higher the quality of the armor, the higher the numbers.

It is necessary to privilege an armor with the highest quality.

The percentage of protection (excluding boost) changes according to the type of armor:
  • 45% ~ 55% for heavy armors
  • 30% ~ 45% for medium armor
  • 10% ~ 25% for light armors

Action malus


From this perspective, you might think the best armor is heavy armor.
That's forgetting the action penalty.

This malus increases for each action the consumption of life, sap, stamina and focus.
For a mage, it also reduces the range of a spell.
  • Light armor: no malus.
  • Medium armor: 5% malus per piece: total 25% for a complete armor set.
  • Heavy armor: 20% malus per piece: total 120% malus for a complete armor set.

Armor that minimizes the malus of action should be preferred.

The malus of action is in opposition to the protection factor.
The choice of armor will depend on how you fight.
  • Heavy armor that favors the protection factor for close combat, e. g. tank.
  • Light armor that reduces the malus of action for a mage who attacks from a distance and never goes close (e. g. group with tank)
  • Medium armor can be a good compromise depending on the circumstances: second tank, shooting weapon, hand to hand mage....

A harvester will prefer light armor to minimize his consumption in focus.

The choice between light, medium or heavy armor depends on what you want to promote:
minimize the "malus of action" or maximize the "protection factor".

Life Bonus and Generic Bonus


Armor parts add a life bonus depending on their type:
  • light armor: 0
  • medium armor: quality/2
  • heavy armor: quality

In addition to this automatic life bonus, the craftsman can when making an armor element add a generic life, focus, stamina or sap bonus of a maximum value of "quality/2".

In general, the generic "life" bonus is a good choice. Otherwise:
  • harvesters will prefer a focus bonus.
  • the mages will prefer a sap bonus.
  • melee fighters will prefer an endurance bonus.

You can also mix these bonuses generally with a life part.

[h2Defense Mode[/h2]

There are 2 modes of defence: parry or dodge.

You can select the mode from your options bar.



You will find your dodge or parry values in the identity screen, press P.
Your personal parry or dodge value changes according to your level:
Dodge = your maximum level in magic or melee, or your maximum level/2 in drilling or crafts.
Parry = your maximum level in melee with the equipped weapon.
We are always looking to maximize this value.

The choice of a defense mode, parry or dodge, therefore depends on your level and the weapon and armor you're wearing.

It should be noted that each piece of armor brings a parry or dodge bonus as follows:
  • Light Armor - Dodge: 1 to 2 / Parry: 0 to 1
  • Medium armor - Dodge: -1 to 1 / Parry: 0 to 2
  • Heavy armor - Dodge: -3 to 0 / Parry: 0 to 3

We try to maximize one of the two bonuses, and most often we will talk:
  • full dodge light armor: 2 x 5 pieces = +10 dodge in addition to your basic dodge
  • full parade heavy armor: 3 x 6 pieces = +18 parry in addition to your basic parry

Max quality I can wear


Finally, how do I know if I can wear an armor piece?

If the armor is grayed out in the inventory or a purchase or exchange interface, you do not have the required characteristics, namely:
  • Light armor: maximum level + 25.
  • Medium armor: constitution x 1.5.
  • Heavy armor: constitution + 10.

Thanks to Anthikal for his work

Edited 2 times | Last edited by Ashgan (4 weeks ago)

#8 [en] 

Very helpful info here.
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