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Spell Power & Improve Rates in general

The quotes below are excerpted from a recent thread on Gilroy's.  The entire thread can be read at the following link:
 
 
The information has been copied here ver batim so that it is easy to find, as I doubt it could be written more clearly than it was originally.
 
Excerpt written by Gar, NDS Server 101
 
Hmm, I think I sounded harsher than I meant. Here's a total explanation in 'theory' (it's alot more complex but i'll ignore the bits too small to really matter).

1: Every spell has a base imp rate. I think we all know this from experience: Bless is wonderfully easy to imp. Armor of Gort imps okay. Earthquake is agonizing to imp.

2: Your character has a primary stat for the spell you're working. It does give a bonus to imping, after setting your softcap. Morgen's Kraan 5 with 4 stam spells imped worse after softcap than a regular character's after-softcap kraanan spells. So the more you have in the primary stat, the higher chance to imp. I'm fairly sure this causes a percentage increase or decrease of the spell's natural base imp rate, as spells like Bless were still somewhat easy (with 4 stam) while spells like Discord were UNGODLY DIFFICULT TO IMP.

3: Your character has an Int stat. Aside from its effect if it's a primary stat (riija & jala), it also gives a bonus to imping based on how much int you 'have left'. Each time you buy another level, you lose 5 more 'unused int'. So, yes, later schools are directly tougher to imp. The unused int bonus is important. Your imps drop significantly as you approach the end of your unused int. If you try to do a spell like Earthquake last school and with low myst, you might not ever farm enough cash to finish it.

4: Your character has %s in the same school as the spell you're working. This gives a bonus that can add up to counteract the loss of unused int. Believe it or not, you'll imp Armor of Gort far better if you max all the other Kraanan spells. This can only be a bonus, never a negative.

Those are all multiplicative towards the base imp rate (I THINK). Easy spells remain easy regardless, and hard spells become MUCH MUCH harder if one of these categories screws you over. Then:

5: Faction power is additive. Each new bit of faction power adds a little more imp rate than the last. The level of dedication matters. Dedicated > Strong > Weak. The number of councilors matters. 5 > 4 > 3 > 2 > 1 > 0. The number of lands/cities owned matters. 5>4>3>2>1>0. There is no point at which added power does nothing. There is no point at which added power makes you imp worse.***

6: Number of lower-level spells cast in the same school. This can only be a bonus. Cast Create Weapon 500 times and your chance to imp Armor of Gort will go up. This bonus is erased if/when you imp anything in the school at all. It's most effective when you are using a lower-level spell to help imp a higher one (create weapon for enchant weapon or mend, for example).


7: Individual school bonuses. These give spellpower AND imp rate bonuses. Riija benefits from higher moon (higher the better). Faren benefits from nature areas (scale unknown). Shal'ille benefits from areas with positive karma mobs (higher karma the better). Qor benefits from darkness level (darker the better). Jala imps better from a variety of things, including how many times you've sung one song without switching to another, and amount of water in a zone. Kraanan benefits the more people there are in the zone. I think Kraanan also gets a slight bonus if you have very high vigor.*

*- There do seem to be areas that carry strange innate modifications to imping. I have noticed that Shal'ille spells imp poorly in Brax.

***-There is a maximum chance-to-imp. If you reach the cap, you personally will not benefit further from any imping bonus. This cap is self-evident, as it is impossible to imp every single cast regardless of your character's build or faction power. This cap is responsible for people's false perceptions of faction power.
 
Excerpt written by Sedi, NDS Server 101
 
A couple of slight additions.

To Riija add the higher the number of inventory slots used the higher the power (ie carry lots of small, light, unstackable items).

To Shal'ille add under the open sky (ie outdoors, not in caves or Brax).

To faren also add under the open sky.

To Qor add to covert places under constant darkness(ie: Brax, sewers, Caves).

O;-)

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