Author Topic: Mysticism Data  (Read 5439 times)

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Mysticism Data
« on: February 23, 2010, 03:09:59 PM »
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Mysticism Data:

Nether Bolt:

120my/120ev/20im
Damage: 16-20

120my/80ev/20im
Damage: 12-15

120my/20ev/20im
Damage: 5-7

60my/120ev/20im
Damage:16-20

Healing Stone:
120my/120ev/20im
Heal: 20-23

60my/120ev/020im
Heal: 13-16

120my/120ev/120im
Heal: 31-36

Purge Magic:

Enchant: --Damage less than regular hit spells!--
Can't Recast While in Effect
Disarm Removes Effect

120my/120ev/20im
Duration: ~86s
Hit Spell (any): 29%

60my/120ev/20im
Duration: ~84s
Hit Spell (any): 29%

120my/120ev/40im
Duration:
Hit Spell (any): 33%

120my/120ev/80im
Duration:
Hit Spell (any): 41%
NO SC -1

120my/120ev/80.1im
Duration:
Hit Spell (any): 41%


120my/120ev/120im
Duration: ~~135s
Hit Spell (any): 50%; SC -1
Harm: 17-20
FB:
Light: 21-25
MA:


Sleep:

Eagle Strike: <- Inscrip
120my/20ev/120im
damage: 10-12

120my/120ev/120im
damage:30-37


Animated Weapon:

Stone Form:
120my/120ev/20im
SSI: -10%
Resists: +5/5/5/5/5
Resist Cap: +2/2/2/2/2

24im
+6/6/6/6/6
+3/3/3/3/3
48im
+6/6/6/6/6
+3/3/3/3/3
72im
+8/8/8/8/8
+4/4/4/4/4

120my/120ev/120im
SSI: -10%
Resists: +10/10/10/10/10
Resist Cap: +5/5/5/5/5

Spell Trigger:
120my/120ev/20im
-Eagle
120my/120ev/40im
-Stone Form
120my/120ev/80im
-Mass Sleep
120my/120ev/120im
-Bombard

Mass Sleep:

Cleansing Winds:
120my/20ev/120im
Heal: 19-23

120my/120ev/120im
Heal: 31-36

Bombard: <- Inscrip
120my/20ev/120im
damage: 22-24

120my/120ev/120im
damage: 63-69

Spell Plague: <- Inscrip
120my/20ev/120im
damage:28-30
range:5

120my/120ev/120im
damage:78-86
range:5

Hail Storm: <- Inscrip
120my/20ev/120im
damage:28-30
range:3

120my/120ev/120im
damage:80-86
range:3

Nether Cyclone: <- Inscrip
120my/20ev/120im
damage:28-30
range:3

120my/120ev/120im
damage:80-86
range:3

Rising Colossus:


See Info Below for Stats:
---------------------------------------
Rising Colossus Lore 120 Myst/20/20: 26 seconds
320 HP
110 Stam
130 Mana
680/110/130 stats
Barding: 86.3
Resists:
65/51/54/100/68
68/53/54/100/67
66/53/54/100/67
69/50/53/100/69
70/54/50/100/70
Range:
65-70/50-55/50-55/100/65-70

Base Damage: 9-11, 100% physical
Skills:53.3/53.3/53.3/53.3/--/--/--/--
Pack Instinct: None

Rising Colossus Lore 120 Myst, 120 Eval/20: 43 seconds
395 HP
160 Stam
180 Mana
730/160/180 stats
Barding: 98.8
Resists:
68/50/55/100/67 [same]
67/52/52/100/69

Range:
65-70/50-55/50-55/100/65-70 [same]

Base Damage: 14-17, 100% physical
Skills:86.6/86.6/86.6/86.6/--/--/--/--
Pack Instinct: None

Rising Colossus Lore 120 Myst, 120 Eval, 120 Imbuing: 60 seconds
470 HP GM Imbue:455 HP
210 Stam GM Imbue:200 Stam
230 Mana GM Imbue:220 Mana
780/210/230 GM Imbue:770/200/220 stats
Barding: 111.3 GM Imbue:Barding: 108.8

Resists:
[same]
Range:
65-70/50-55/50-55/100/65-70 [same]

Base Damage: 19-24, 100% physical GM Imbue:18-22
Skills:120.0/120.0/120.0/120.0/--/--/--/-- GM Imbue:113.3/113.3/113.3/113.3/--/--/--/--
Pack Instinct: None
XXXXXXXXXX________________________________________] 20%
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Offline NObama

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Re: Mysticism Data
« Reply #1 on: April 26, 2010, 02:21:20 PM »
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So - what do we conclude from this impressive data dump?  Is it worthwhile?  Does it suggest any templates? 

I'm seeing a lot more gargoyles than I used to, casting mystic spells...

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Re: Mysticism Data
« Reply #2 on: April 27, 2010, 09:49:52 PM »
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I'm tempted to make some sort of gargoyle and really put throwing to the test...i just have this nagging feeling that someone is missing a really awesome throwing template!
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Re: Mysticism Data
« Reply #3 on: April 27, 2010, 11:14:26 PM »
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I've been thinking about a throwing swords myst guy. (Alot on one template I know)


Idea is this, with swords + Thrwoing you can use your throwing weapon like a sword, so if you run by and graze them it swings. Make a double Spell Boomerang, Lightning Velocity, cast enchant and get fireball on it.


Precast Spell Plague, RUn up target someone, throw your weapon using the energy special.

Does 5 seperate points of damage (Max) if it lands + the Extra Damage from spell plague for each hit

Spell plague - 20
hit - 10
lightning - 10
velocity - 5
fireball - 8
energy - 10
4*10 for spell plague (Averaging actually higher)
rock - 20
spell plague from rock - 10
133 damage if it all lands.

Follow up with your Little Insta Cast and I think you can one shot someone.
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Offline luv2luvlong

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Re: Mysticism Data
« Reply #4 on: April 28, 2010, 12:41:26 AM »
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Before you go w/ throwing you might want to check on Stratics forum. Apparently you will always miss on the first throw.
http://vboards.stratics.com/showthread.php?t=196946&highlight=throwing
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Re: Mysticism Data
« Reply #5 on: April 28, 2010, 07:15:58 PM »
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Before you go w/ throwing you might want to check on Stratics forum. Apparently you will always miss on the first throw.
http://vboards.stratics.com/showthread.php?t=196946&highlight=throwing

*reads thread*  Yep that's what I remember from the beta.   >:(  You'd think they could fix that...

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Re: Mysticism Data
« Reply #6 on: April 30, 2010, 08:31:02 AM »
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Keep in mind that for Mysticism, you need a spellchanneling weapon as well!!
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Re: Mysticism Data
« Reply #7 on: April 30, 2010, 11:28:04 AM »
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might not be good for prolonged battles, but enchanting your weapon adds Spell channeling to it.
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Re: Mysticism Data
« Reply #8 on: April 30, 2010, 11:39:29 AM »
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i TOTALLY forgot about that!
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Re: Mysticism Data
« Reply #9 on: May 01, 2010, 11:00:58 AM »
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Yeah, here is what I'm Thinking.


Suit. All faction arties(That there are faction arties for)

Spirit totem/Hunters headdress
Primer on Arms
Ornament of the Magician
Inquisitors Resolution

Armor of Fortune
Tangle
Britain Guard Sash

Ring:
Fc 1
hci 15
dci 15
ep 25
(Ssi 5?)

All weapons
Balanced, hit fireball/lightning, hld/velocity, swing, damage

will be 45-50 dci, 40 hci, 100 lrc, 13 mr, 40 lmc, 3/6 casting (When you do enchant it will drop your fc to 1, but I intend on having chiv on the template, so when my weapon isn't enchanted I still have 3/6 chiv casting to help me out, unless myst nerfs chiv casting and then Boo on that)


I think this will be amazing.

Monkeys and Typewriters!

" Oh I know, We'll make a Boss Encounter that requires 3 keys per player to enter, Then we'll make it not a closed instance so you never know if you are going to pop into a fresh room or a boss that has 1% Health left with 20 dudes smashing its face in, wasting your time and effort"

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