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[Mythic-1.61a]Eclaircissements de Sanya sur les caps
Okay, got a few of the questions answered. Not all - some of the questions I got revealed some areas we're still working on, and so answering them now (when the answer is completely in flux) would be sort of silly.
Same with the hard numbers. The current formulas are subject to tweaks depending on feedback, and y'all know as well as I do that if I post them now, someone will drag up this post in seven months as "proof." But I DID get permission to post the formulas at some point. Yay and stuff. Anyway.
One note - several people went to Pendragon, tried the changes, and reported bugs. I thank those people, very much.
Here are some of the common questions and the answers. I will come back tomorrow and comb through the resulting thread to see if there are other major themes that need to be addressed.
1) When does the cap raise? each realm level or each realm rank? Which Realm level/rank does it start?
Realm level, and starts with ream level 1.
2) Will dropped items now be better than spellcrafted ones? (Meaning, does this change somehow alter the intrinsic value of individual items?)
Quoting the designer: "Nope. No imbue values were changed on individual bonuses. The extra padding over the top [an item with over-your-cap bonuses] would take you apply to your character."
3) Is the new cap increase split between buffs and item bonuses or does it solely benefit one or the other?
Each cap increase is applied seperately to items (dropped and crafted), baseline buffs, and spec buffs.
4) A big concern is "the rich get richer" - Should people be concerned that RR10s will now be unstoppable due to their MIGHTY STRENGTH or whatever compared to a RR1?
Again quoting: "The additional points above the old caps aren't as effective as the
"undercapped" bonuses, but they still add in. Since imbue point values didn't change, the RR10 guy who makes a massive strength character to capitalize on his new caps will have sacrificed every single other bonus he
would have had before. As an example, sure the guy might do a ton of melee damage, but will die in two hits from a caster since he has no resistances.
[Sanya: In another question you said resistances weren't affected by this change. So... what do you mean by resistances?]
"To get MIGHTY STRENGTH you have to get a spellcrafter to imbue every piece of equipment you own to be all +strength. That means you will have +nothing to every other bonus. You won't be able to get MIGHTY
STRENGTH with dropped items, because they have a more even spread of bonuses."
5) Please clarify the Dropped item parts, does the Cap change when using dropped items only or SC items also count?
Quote: "There is no distinction between SC and dropped items. Also, a tuned spellcrafted suit of armor is still tuned. You could come up with other tuned suits that sacrifice a little of this or that for more of something or other, but the one you have will still work great."
My thinking is that many of you loaded up your armor with as much as it could handle - we're not changing SC to let you add MORE stuff to it. So, to my thinking, you're already wearing maxxed out spell crafted gear, and it will not lose any value. What am I missing?
7) Are resists affected by this too?
8) Will the maximum possible value (hard cap of 300?) will change too?
Still being poked with a stick. Ask me again later in the patch.
9) Ream ability question: What about realm skills that raise stats. Aug Str, Aug Con etx. Will the new stat caps have any changes on how those work?
They are considered "base" bonuses, and were never capped to begin with. As we tune this new system, there may be changes.
10) If an item gives you +10 STR at RR0, will the same item give you say +15 STR at RR10?
No, you will need more items to meet the new personal caps. The per-item caps have not changed.
11) What is the intent behind this change? For what reason did Mythic decide to go with it?
To increase the value of high level buffs and dropped items in the world which were not being used due to the caps.
I know this doesn't answer all your questions by any means. A lot of your questions are about bits that aren't completely decided upon yet - more information WILL follow as the patch grows.
The floor is now open, but I'm heading home to walk the beagle, and will not see responses until the morning.
ps : et ben Nof ? tu dors ? (nerf insomnies), Paclya doit jouer, et Elric n'a surement pas les même lectures que moi
Traduction rapide :
En gros, aucune distinction entre le spellcraft et les loots, tous les caps sont augmentés, autant objets que buffs simples et doubles, mais les resistances ne bougent pas, par contre
Par contre, dans l'état actuel, les objets ne donnes pas plus de bonus, c'est uniquement le fait que les bonus supérieurs au cap ne sont pas perdus, ils serviront au fur et a mesure des rangs de royaumes.
Les RA d'augmentations de caractéristiques ne sont pour l'instant pas prises en compte
Pour l'instant, le cap maximal de 300 d'une caractéristique est toujours en place (pour le compte, on sait enfin à quoi s'en tenir, puisque Sanya confirme qu'il existe et qu'il est sujet à discussion)
Cette modification a été faite pour permettre l'utilisation de loots donnant des stats inutiles, car largement trop élevées (par exemple, une certaine épée noire avec un +10 en LW à elle toute seule)
wé c cool euh ... -_- imaginons + 1 skill de cap par realm rk ...
donc ds mon cas si je charge as fond AS ca ferai ... 44 + 11 +6 + 6 euh ... 67 AS .. O_o afreux
Bon il est 5h15, je comprendrais ptetre mieux demain...
<Comprends toujours rien à cette histoire de Caps>
Je ne comprend pas non plus.
Je propose un nerf des archers à la place, ces changements n'ont pas l'air de les affecter.
De toute manière un joueur même buffer comme un cochon ne pourra rien faire face a un groupe donc les buff bote finalement....c'est pas le plus dangereux
Alpha & Oméga
Je propose un nerf des archers à la place, ces changements n'ont pas l'air de les affecter
je savais bien qu'il fallait nerf les archers...
NERF MRKILLABOW !
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