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PostPosted: Sun Jul 03, 2016 5:38 am 
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I read that summoning skill means you have less chance of being interrupted while summoning, while others say it makes your summons stronger.

What does it really do on Nasomi? Anything?

Thanks!

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PostPosted: Sun Jul 03, 2016 1:58 pm 
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Does a few things, some of it's effects aren't available on Nasomi though, and some are questionable if they work here. As it stands, Summoner is in bad shape here on Nasomi. Most of the Bloodpact Rage damage formulas are a complete mess. I don't know how they perform against fodder-tier enemies, but against HNM and the like, they're significantly weaker than they should be, particularly, and grievously, Nether Blast.

Summoner was up there with Black Mage as prime damage dealers in era retail endgame, so I had a lot of experience with seeing them in action. Respectable damage per Bloodpact Rage that didn't feed enemies TP, I don't even know if the latter is true for this server.

Anyway, for your question, Summoning Magic does the following:
(As I said above, it's questionable if what it should do works on Nasomi, but here is what it should do.)

-Decreases interruption rate of Summoning Magic.
-Decreases the global cooldown of spellcasting for Elemental Spirits' spellcasting.
-Unlocks higher tier spells, and other spells (such as Raise from Light Spirit) for Elemental Spirits.
-Increases potency of Avatar's Favor (disabled on Nasomi).
-Increases potency of Elemental Siphon (probably disabled on Nasomi, uncertain).

And finally, when you're over the skill cap of summoning magic (i.e: merits/equipment boosting summoning magic) for every 10 summoning magic over the cap, Bloodpact Wards receive a duration boost, while Bloodpact Rage receive an Accuracy/Magic Accuracy boost.

What Summoning Magic doesn't do:

-Decreases MP consumed from having Avatars summoned.
-Increase the damage of Bloodpact Rage.
-Increase the potency of Bloodpact Ward.
-Increase the accuracy and attack of Avatars' standard (melee) attacks.

Damage from melee and Bloodpact Rage, and potency of Bloodpact Ward are increased only by equipment directly increasing them, and the level of the Avatar, that is based off the Summoner's level.

Accuracy of melee attacks will also only be improved by equipment and the Avatars' level, but over the cap Summoning Magic will improve the accuracy of Bloodpact Rage, as mentioned above.


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PostPosted: Sat Feb 24, 2018 3:44 pm 
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Joined: Sun Feb 11, 2018 12:46 am
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Resurrecting this because even after two years, the only benefit of Summoning Magic Skill is that it reduces the chance of having your spells being interrupted. There are no extensions to buff duration. Also there are no bonuses to accuracy for bloodpacts in any capacity.


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PostPosted: Sat Feb 24, 2018 4:51 pm 
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Joined: Wed Jul 13, 2016 5:43 am
Posts: 338
Mikara wrote:
Resurrecting this because even after two years, the only benefit of Summoning Magic Skill is that it reduces the chance of having your spells being interrupted. There are no extensions to buff duration. Also there are no bonuses to accuracy for bloodpacts in any capacity.


SMN was looked at in-depth previously either by Nas or DW, (can't remember which,) and was determined to be in such bad shape that its unlikely to get a full fix due to the sheer headache of the coding. If you want this anytime soon you'll likely have to code it yourself and submit it to Nas directly for review.


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PostPosted: Sat Feb 24, 2018 5:16 pm 
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Epyon wrote:
SMN was looked at in-depth previously either by Nas or DW, (can't remember which,) and was determined to be in such bad shape that its unlikely to get a full fix due to the sheer headache of the coding. If you want this anytime soon you'll likely have to code it yourself and submit it to Nas directly for review.


Such a shame, it's a job that needs a bit of love for sure.


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PostPosted: Mon Feb 26, 2018 3:43 pm 
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Joined: Sun Jun 19, 2016 3:03 pm
Posts: 223
Epyon wrote:
Mikara wrote:
Resurrecting this because even after two years, the only benefit of Summoning Magic Skill is that it reduces the chance of having your spells being interrupted. There are no extensions to buff duration. Also there are no bonuses to accuracy for bloodpacts in any capacity.


SMN was looked at in-depth previously either by Nas or DW, (can't remember which,) and was determined to be in such bad shape that its unlikely to get a full fix due to the sheer headache of the coding. If you want this anytime soon you'll likely have to code it yourself and submit it to Nas directly for review.


I'll Code it!. IF "Cooking Skill" => 60 THAN +4000 Blood Pact Dmg and Emit Justin Beiber Music to Disorient Foes Else 0% Acc Accuracy.

Boom done.


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