Are there any plans to allow Bound Armor and its ability to absorb damage work against Ars Magica 2 damage types? Fire can be blocked entirely with fire resistance, but Lightning, Frost, and Magic all penetrate armor and the LP mechanism, damaging health directly (and quite suddenly), even if the armor itself is forcibly enchanting with varying degrees of Magic Resist.
Are you sure that you'd want the mod authors to continue with this magical cold war? Next thing you know, Mithion might, if enough people ask him politely, whip up a spell that subtracts life from the life total of the entity being hit, like the sacrificial knife, to completely bypass all defenses, and then you'll have to have the armour increase your actual health bar, and then Mithion might, if he even cares to, go and create a spell that deals in percentages of damage based on your life total, so that no matter how much health you have you'll still be relatively easy to kill.
A suggestion for the void sigil: It's currently not terribly useful at dealing with water. Would it be possible to have it do a wider area so as to help limit the returning of water blocks? Or maybe temporarily block new water block creation where it was used for a few seconds, so you can use it to clean up patches of water, instead of just single blocks that immediately return?
Are there any plans to allow Bound Armor and its ability to absorb damage work against Ars Magica 2 damage types? Fire can be blocked entirely with fire resistance, but Lightning, Frost, and Magic all penetrate armor and the LP mechanism, damaging health directly (and quite suddenly), even if the armor itself is forcibly enchanting with varying degrees of Magic Resist.
I also have a couple questions about runes. Rune of the Orb, does the network bonus only apply to an orb filling in an altar kitted with the runes? What if you have two of the same orb, would leaving one in the rune'd altar allow the second to benefit from the bonus? The more I consider, the more I think it's straight designed to only work through the altar. Would be too easy to have an empty altar with the runes just for the bonus while using a kitted sacrifice altar for actual filling. Augmented capacity probably works similar.
Just trying to think of how I'm going to finish off at tier 5. Could anyone provide a quick number regarding how much an all-Self-Sacrifice altar fills per dagger use? [also once you're above tier 3 you can replace the corner runes from tier 2 as well, right?]
Alternatively, considering cheating in a spawner up in my farm, with the justification of "well there are other mods that allow spawner creation..." Being able to fill the altar quickly seems a better choice than increasing capacity, although maybe throw in some Speed depending on just how quickly I can fill an altar. 30k for every socket [at least 28 I think] is just seeming a little daunting right now.
Actually. Has anybody ever made a nice altar in the Nether, above bedrock? Teleposers make it easy to get up there, and from there it'd be super easy to start farming zombie pigmen, having plenty to sacrifice... this could work out amazingly [although by the time I get it really up and running I may not have much use for it].
I just flew around with the Sigil of the Blood Lamp and lit up every single cave near my altar so now the bottom of my altar is the only place monsters can possibly spawn during the day.
He mentioned Magic resistance in his post, and how, in his opinion, it doesn't really help.
Forcibly enchanting Magic Resist V to all pieces of Bound Armor with commands does not reduce Lightning, Frost or Magic damage at all, compared to how it works on Battlemage or even regular Mage armor. It's not an opinion if the numbers agree.
It just goes to show that, in a battle between magi, surprise is key. Whack the other person before he whacks you. Ars Magica Magi can deal silly amounts of damage, and Blood Magi have very good defenses (Most of the time, unlike in this scenario). Neither class has the ability to deal with damage from the other class, so the person who has more time to figure out what's going on wins. It's not a debilitating problem with blood Armour.
I just flew around with the Sigil of the Blood Lamp and lit up every single cave near my altar so now the bottom of my altar is the only place monsters can possibly spawn during the day.
While I think I already have my caves pretty well lit [though may be missing something nearer the surface], I think part of the problem is I don't have the room high enough, so when I'm at the altar I'm actually too close for spawning there. And probably also a little of inefficient room design. Which all sums to there's just not a steady flow of mobs for sacrificing. It works alright as just a supplement to my own sacrificing, but I feel I need more. Which I suspect the nether may provide. Get above bedrock, maybe climb a little higher to reduce spawning just below, and I could find myself with an abundance of pigmen.
For some reason my LP is draining even though I have no tools, armor, or rituals active. I did have a Bound Pickaxe at some point that I deleted while it was active, but I'd assume that whatever checks for LP drain would make sure the item was still in existence.
Apparently though my LP has been draining even when I'm not logged into my server.
While I think I already have my caves pretty well lit [though may be missing something nearer the surface], I think part of the problem is I don't have the room high enough, so when I'm at the altar I'm actually too close for spawning there. And probably also a little of inefficient room design. Which all sums to there's just not a steady flow of mobs for sacrificing. It works alright as just a supplement to my own sacrificing, but I feel I need more. Which I suspect the nether may provide. Get above bedrock, maybe climb a little higher to reduce spawning just below, and I could find myself with an abundance of pigmen.
Your ritual has to be 10 blocks vertically from the altar in order to work at all, so if it's out of spawn range, it wouldn't ever work at all.
For some reason my LP is draining even though I have no tools, armor, or rituals active. I did have a Bound Pickaxe at some point that I deleted while it was active, but I'd assume that whatever checks for LP drain would make sure the item was still in existence.
Apparently though my LP has been draining even when I'm not logged into my server.
Do you have a lava crystal active? Is it a constant, steady drain once every few seconds, or once in a while? Could anyone on the server(I assume your on a server) have gotten in item that is bound to you, and is using it without your knowledge?
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Question not the mad-mans ways, for you may begin to see logic in his actions, then find yourself mad as well.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
He mentioned Magic resistance in his post, and how, in his opinion, it doesn't really help.
Completely missed the last sentence of his post. I find that incredibly suprising, though I don't dispute his claim as I haven't tested it myself. I tend to keep my Sync characters unique to each branch of technology/magic in my modpack, so my blood magic guy has no magic level whatsoever (which means no AM2 mages spawning at night when he's selected). I'll personally check that though, as I'm positive magic resistance enchants work effectively on Thaumcraft armor. If it doesn't work on bound armor then something likely broke it. Thing is I don't see how that's very likely.
Your ritual has to be 10 blocks vertically from the altar in order to work at all, so if it's out of spawn range, it wouldn't ever work at all.
Actually not dealing with rituals at all yet. Can't have a Well at my main altar until I move my cured villagers out of range. And as for the proposed secondary Nether altar, I have all the space in the world to make room. I'm more concerned about designing the spawning area. After that, it's easy to set up an altar with room for upgrades and possibly a Well. Automation is nice, but I may just as likely keep doing it the manual way.
Are there any plans for bosses stronger than the elementals? I went in expecting a hard fight, and then it just died in two hits. I just calculated my damage and I was only doing 59.5 hearts of damage per hit. Surely they have more than 120 hearts?
Completely missed the last sentence of his post. I find that incredibly suprising, though I don't dispute his claim as I haven't tested it myself. I tend to keep my Sync characters unique to each branch of technology/magic in my modpack, so my blood magic guy has no magic level whatsoever (which means no AM2 mages spawning at night when he's selected). I'll personally check that though, as I'm positive magic resistance enchants work effectively on Thaumcraft armor. If it doesn't work on bound armor then something likely broke it. Thing is I don't see how that's very likely.
Just an idiot's theory here, but what if it only works on things that can be enchanted without books? Sorry.
Are there any plans for bosses stronger than the elementals? I went in expecting a hard fight, and then it just died in two hits. I just calculated my damage and I was only doing 59.5 hearts of damage per hit. Surely they have more than 120 hearts?
What were you using to get 119 damage per hit?!?!?
What were you using to get 119 damage per hit?!?!?
A bound blade with a Strength 4 potion and Sharpness V. It's mainly the Strength 4 potion though. +520% damage is stupidly powerful and pretty much trivializes everything.
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Bug report here: I've got a bug where my archmage's blood orb won't absorb from T4 altars. I've tried it with my T4 all-sacrifice-rune altar, as well as my T5 self-sacrifice altar. When the altar is at T5 it works, but when I break a block to downgrade it to T4, I get the same issue. Once I replace the block to return the altar to T5, then take the orb out and put it back in, however, the problem is fixed.
Furthermore, For a little bit while, the orb would un-bind itself when I put it in the altar and took it off, but that doesn't seem to be happening anymore.
I'm using Feed The Beast 1.7.2 Unstable with Blood Magic version 1.0.1.d
Just an idiot's theory here, but what if it only works on things that can be enchanted without books? Sorry.
Can bound armor not be enchanted in an enchanting table? I'd never bothered to try, since I do my enchants through Thaumic Tinkerer's Osmotic Enchanter, and the things it can't enchant through books.
A bound blade with a Strength 4 potion and Sharpness V. It's mainly the Strength 4 potion though. +520% damage is stupidly powerful and pretty much trivializes everything. ------------------------ Bug report here: I've got a bug where my archmage's blood orb won't absorb from T4 altars. I've tried it with my T4 all-sacrifice-rune altar, as well as my T5 self-sacrifice altar. When the altar is at T5 it works, but when I break a block to downgrade it to T4, I get the same issue. Once I replace the block to return the altar to T5, then take the orb out and put it back in, however, the problem is fixed. Furthermore, For a little bit while, the orb would un-bind itself when I put it in the altar and took it off, but that doesn't seem to be happening anymore. I'm using Feed The Beast 1.7.2 Unstable with Blood Magic version 1.0.1.d
Orbs can only draw from altars of equivalent or higher tier. You can't use any orb on an altar of a lower tier. Makes sense, since the altar isn't "powerful" enough to handle the energies of a higher tier orb.
I like the flowing life essence. Looks nice. How does the altar recognize the bottom tier with an incomplete altar base? I thought it required a complete tier 1 base for each beacon.
I like the flowing life essence. Looks nice. How does the altar recognize the bottom tier with an incomplete altar base? I thought it required a complete tier 1 base for each beacon.
Nope. It doesn't require a base for the beacons at all.
Are you sure that you'd want the mod authors to continue with this magical cold war? Next thing you know, Mithion might, if enough people ask him politely, whip up a spell that subtracts life from the life total of the entity being hit, like the sacrificial knife, to completely bypass all defenses, and then you'll have to have the armour increase your actual health bar, and then Mithion might, if he even cares to, go and create a spell that deals in percentages of damage based on your life total, so that no matter how much health you have you'll still be relatively easy to kill.
It's just not a good idea \ ._. /
Aside from chocolate25's answer, there is already a solution: http://wiki.arsmagicamod.com/wiki/Enchantments
Forcibly enchanting Magic Resist V to all pieces of Bound Armor with commands does not reduce Lightning, Frost or Magic damage at all, compared to how it works on Battlemage or even regular Mage armor. It's not an opinion if the numbers agree.
Apparently though my LP has been draining even when I'm not logged into my server.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
Completely missed the last sentence of his post. I find that incredibly suprising, though I don't dispute his claim as I haven't tested it myself. I tend to keep my Sync characters unique to each branch of technology/magic in my modpack, so my blood magic guy has no magic level whatsoever (which means no AM2 mages spawning at night when he's selected). I'll personally check that though, as I'm positive magic resistance enchants work effectively on Thaumcraft armor. If it doesn't work on bound armor then something likely broke it. Thing is I don't see how that's very likely.
Just an idiot's theory here, but what if it only works on things that can be enchanted without books? Sorry.
What were you using to get 119 damage per hit?!?!?
A bound blade with a Strength 4 potion and Sharpness V. It's mainly the Strength 4 potion though. +520% damage is stupidly powerful and pretty much trivializes everything.
------------------------
Bug report here: I've got a bug where my archmage's blood orb won't absorb from T4 altars. I've tried it with my T4 all-sacrifice-rune altar, as well as my T5 self-sacrifice altar. When the altar is at T5 it works, but when I break a block to downgrade it to T4, I get the same issue. Once I replace the block to return the altar to T5, then take the orb out and put it back in, however, the problem is fixed.
Furthermore, For a little bit while, the orb would un-bind itself when I put it in the altar and took it off, but that doesn't seem to be happening anymore.
I'm using Feed The Beast 1.7.2 Unstable with Blood Magic version 1.0.1.d
Can bound armor not be enchanted in an enchanting table? I'd never bothered to try, since I do my enchants through Thaumic Tinkerer's Osmotic Enchanter, and the things it can't enchant through books.
Orbs can only draw from altars of equivalent or higher tier. You can't use any orb on an altar of a lower tier. Makes sense, since the altar isn't "powerful" enough to handle the energies of a higher tier orb.
http://imgur.com/dUFXyfS
I like the flowing life essence. Looks nice. How does the altar recognize the bottom tier with an incomplete altar base? I thought it required a complete tier 1 base for each beacon.