Is a level 1 sip ring, level 1 regen ring, or soa more cost-efficient for increasing EHP? I know soa's probably the 'best', but I want whatever gives me the best ehp/credit value right now since I'm not swimming in credits. I'm not sure how to math out the sip ring, just saying it's 10% increase seems too simple. Also open to other options I might have forgotten to consider.
EHP is Effective HP? If so, it's hard to directly compare them like that, since sip/regen increase HP over time while SoA is effectively a static HP multiplier (on average). I usually compare them in terms of survival time; at a certain HP value and taking a certain amount of damage per second, which lets you survive the longest, or which lets you indefinitely survive the highest damage per second?
Short answer: Against physical damage, SoA will always be the most cost-effective on average, in every situation I can think of. Sip ring and regen ring are very far behind. Another option to consider, if you don't have one yet, is a con belt. If you have low con it can be almost as cost-effective as an SoA (even with high con, it's still far better than a sip or regen ring), and it will help against non-physical damage as well.
A long answer (giving actual numbers to compare) would depend on your stats, level, and what sources of healing/regen you typically use for bashing.
EHP is Effective HP? If so, it's hard to directly compare them like that, since sip/regen increase HP over time while SoA is effectively a static HP multiplier (on average). I usually compare them in terms of survival time; at a certain HP value and taking a certain amount of damage per second, which lets you survive the longest, or which lets you indefinitely survive the highest damage per second?
Short answer: Against physical damage, SoA will always be the most cost-effective on average, in every situation I can think of. Sip ring and regen ring are very far behind. Another option to consider, if you don't have one yet, is a con belt. If you have low con it can be almost as cost-effective as an SoA (even with high con, it's still far better than a sip or regen ring), and it will help against non-physical damage as well.
A long answer (giving actual numbers to compare) would depend on your stats, level, and what sources of healing/regen you typically use for bashing.
Yeah, effective HP. Essentially the same use to me as survival time, just a way to quantify what's better or worse.
Are sip ring and regen rings really that far behind in survival time with SoA's new cost? I figured them being 300/500 credits cheaper would give them a good chance.
I did in fact get a level 1 con belt because it seemed the most cost efficient at my low con as you said. Level 2 seems like it loses that advantage compared to SoA though.
So for most cost efficient, is it something like: level 1 belt > soa > level 2 belt > sip/regen rings? Or something else? I'm just a serp so no extra healing other than sometimes getting runes and boar.
Are sip ring and regen rings really that far behind in survival time with SoA's new cost? I figured them being 300/500 credits cheaper would give them a good chance.
I did in fact get a level 1 con belt because it seemed the most cost efficient at my low con as you said. Level 2 seems like it loses that advantage compared to SoA though.
So for most cost efficient, is it something like: level 1 belt > soa > level 2 belt > sip/regen rings? Or something else? I'm just a serp so no extra healing other than sometimes getting runes and boar.
SoA is still very powerful for its cost. And it's actually a little
better than just looking at the averages would indicate, since it also
has a 15% chance of letting you survive an attack that would kill you, no matter how little health you have left.
In
general, SoA > L1 Belt > L2 Belt > L3 Belt > L1 Sip > L2
Sip > L1 Regen > L2 Regen > L3 Sip (note that this is looking at the efficiency of buying that level directly, it might be a little different when looking at the efficiency of upgrading from the previous level, I haven't looked at that yet). With berkana (or another
source of levelled health regen), L1 Regen moves up two spaces, becoming
more efficient than L1 Sip. This is slightly complicated by the fact
that sipping (and other health-scaling healing when considering con) can
be hindered, if you hunt things that stun a lot for example, so regen
becomes more useful in cases like that (also if you lag a lot and don't
use serverside sipping), and of course SoA loses all benefit if you hunt
things that use non-physical damage.
The reason con is so good
even for level 3 is that increasing your health also increases your sip,
along with moss/potash, boar, berkana, and most other healing/regen you
might have.
Are sip ring and regen rings really that far behind in survival time with SoA's new cost? I figured them being 300/500 credits cheaper would give them a good chance.
I did in fact get a level 1 con belt because it seemed the most cost efficient at my low con as you said. Level 2 seems like it loses that advantage compared to SoA though.
So for most cost efficient, is it something like: level 1 belt > soa > level 2 belt > sip/regen rings? Or something else? I'm just a serp so no extra healing other than sometimes getting runes and boar.
SoA is still very powerful for its cost. And it's actually a little
better than just looking at the averages would indicate, since it also
has a 15% chance of letting you survive an attack that would kill you, no matter how little health you have left.
In
general, SoA > L1 Belt > L2 Belt > L3 Belt > L1 Sip > L2
Sip > L1 Regen > L2 Regen > L3 Sip (note that this is looking at the efficiency of buying that level directly, it might be a little different when looking at the efficiency of upgrading from the previous level, I haven't looked at that yet). With berkana (or another
source of levelled health regen), L1 Regen moves up two spaces, becoming
more efficient than L1 Sip. This is slightly complicated by the fact
that sipping (and other health-scaling healing when considering con) can
be hindered, if you hunt things that stun a lot for example, so regen
becomes more useful in cases like that (also if you lag a lot and don't
use serverside sipping), and of course SoA loses all benefit if you hunt
things that use non-physical damage.
The reason con is so good
even for level 3 is that increasing your health also increases your sip,
along with moss/potash, boar, berkana, and most other healing/regen you
might have.
Good to know, thanks!
For PvP damage, is it still roughly the same? I remember people saying sip ring is much better than con because 'everything' scales in pvp, but afaik pvp has few attacks that 100% scaling, so I'm skeptical of that. Of course, finishers are often entirely scaling, but extra health also gives you higher breakpoints, so it doesn't seem that straight-forward.
There are a lot of extra complications for PvP, probably the biggest one being that it's rarely just a straight damage vs healing comparison like bashing is. I don't have much PvP experience at all, so I couldn't really say which defensive artefacts are the most useful.
I've never checked the damage types myself, but I think I remember someone saying that earth and air were physical (and thus blocked by SoA). It doesn't really matter much because SoA only blocks the health damage and not afflictions or limb damage, and I don't think the damage from staffstrike is very important.
For PvP damage, is it still roughly the same? I remember people saying sip ring is much better than con because 'everything' scales in pvp, but afaik pvp has few attacks that 100% scaling, so I'm skeptical of that. Of course, finishers are often entirely scaling, but extra health also gives you higher breakpoints, so it doesn't seem that straight-forward.
Also, do mage staffstrikes get blocked by SoA?
Even including finishers, there aren't many attacks that do a straight percentage of max health. Kai choke and (I think) BBT are the only ones I can think of, off the top of my head. Most (all?) pvp damage does have some scaling component, but how much is very variable. It's not really straightforward to compare con to a sip ring, even in terms of surviving a particular situation, I don't think. IIRC, the average sip benefit from 1 point of con is (very) roughly half that of a sip ring (obviously dependent on how much con you already have, level, and maybe some other things), not including the benefit to moss/potash, regen, etc. Whether the extra sip or the extra health and attendant benefits will actually end up being more helpful will depend on too many individual factors for any answer about which is universally (or even usually) better to be particularly trustworthy, IMO.
Are sip ring and regen rings really that far behind in survival time with SoA's new cost? I figured them being 300/500 credits cheaper would give them a good chance.
I did in fact get a level 1 con belt because it seemed the most cost efficient at my low con as you said. Level 2 seems like it loses that advantage compared to SoA though.
So for most cost efficient, is it something like: level 1 belt > soa > level 2 belt > sip/regen rings? Or something else? I'm just a serp so no extra healing other than sometimes getting runes and boar.
SoA is still very powerful for its cost. And it's actually a little
better than just looking at the averages would indicate, since it also
has a 15% chance of letting you survive an attack that would kill you, no matter how little health you have left.
In
general, SoA > L1 Belt > L2 Belt > L3 Belt > L1 Sip > L2
Sip > L1 Regen > L2 Regen > L3 Sip (note that this is looking at the efficiency of buying that level directly, it might be a little different when looking at the efficiency of upgrading from the previous level, I haven't looked at that yet). With berkana (or another
source of levelled health regen), L1 Regen moves up two spaces, becoming
more efficient than L1 Sip. This is slightly complicated by the fact
that sipping (and other health-scaling healing when considering con) can
be hindered, if you hunt things that stun a lot for example, so regen
becomes more useful in cases like that (also if you lag a lot and don't
use serverside sipping), and of course SoA loses all benefit if you hunt
things that use non-physical damage.
The reason con is so good
even for level 3 is that increasing your health also increases your sip,
along with moss/potash, boar, berkana, and most other healing/regen you
might have.
Is this not taking bracelets into consideration? I should definitely invest in a regen ring, then!
Are we looking at fixing talisman drop rates any time soon? At least adding Sidhe/Unsidhe to those lists again? Maybe adding others? This is really a huge drag, bashing for them with the current rates
Are we looking at fixing talisman drop rates any time soon? At least adding Sidhe/Unsidhe to those lists again? Maybe adding others? This is really a huge drag, bashing for them with the current rates
Sidhe and Unsidhe not dropping talisman pieces hurts a lot, since that's a huge chunk of the denizens in Annwyn. The five Sidhe in the forest, rather than from the Sidhe Court, do drop talisman pieces so it doesn't seem intentional that the others don't. I've had a BUG in about it for a couple of months now, and I know it's been brought up on the forums before too, but nothing yet.
Someone posted this a little while back, a summary of an in-game Q&A session with Tecton, and He said at the time the talisman drops not working wasn't intentional and should be bugged...
Sidhe and Unsidhe not dropping talisman pieces hurts a lot, since that's a huge chunk of the denizens in Annwyn. The five Sidhe in the forest, rather than from the Sidhe Court, do drop talisman pieces so it doesn't seem intentional that the others don't. I've had a BUG in about it for a couple of months now, and I know it's been brought up on the forums before too, but nothing yet.
I've bugged it before and the reply i received was that I was simply having bad luck.
I believe I have gotten a piece or two in Annwyn (Sidhe) recently, as far as I can tell the drop rate is just abysmally low. I know it wasn't the forest Sidhe because I don't bother bashing stuff in forests due to forest enemy being annoying
There any way to re-look up design numbers for finalising designs in tailoring, if the letter's decayed? Or do you have to resubmit, because you were away for a week?
There any way to re-look up design numbers for finalising designs in tailoring, if the letter's decayed? Or do you have to resubmit, because you were away for a week?
DESIGN LIST at the appropriate place of submission should list anything approved that is waiting to be picked up.
(D.M.A.): Cooper says, "Kyrra is either the most innocent person in the world, or the girl who uses the most innuendo seemingly unintentionally but really on purpose."
Comments
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Short answer: Against physical damage, SoA will always be the most cost-effective on average, in every situation I can think of. Sip ring and regen ring are very far behind. Another option to consider, if you don't have one yet, is a con belt. If you have low con it can be almost as cost-effective as an SoA (even with high con, it's still far better than a sip or regen ring), and it will help against non-physical damage as well.
A long answer (giving actual numbers to compare) would depend on your stats, level, and what sources of healing/regen you typically use for bashing.
Are sip ring and regen rings really that far behind in survival time with SoA's new cost? I figured them being 300/500 credits cheaper would give them a good chance.
I did in fact get a level 1 con belt because it seemed the most cost efficient at my low con as you said. Level 2 seems like it loses that advantage compared to SoA though.
So for most cost efficient, is it something like: level 1 belt > soa > level 2 belt > sip/regen rings? Or something else? I'm just a serp so no extra healing other than sometimes getting runes and boar.
In general, SoA > L1 Belt > L2 Belt > L3 Belt > L1 Sip > L2 Sip > L1 Regen > L2 Regen > L3 Sip (note that this is looking at the efficiency of buying that level directly, it might be a little different when looking at the efficiency of upgrading from the previous level, I haven't looked at that yet). With berkana (or another source of levelled health regen), L1 Regen moves up two spaces, becoming more efficient than L1 Sip. This is slightly complicated by the fact that sipping (and other health-scaling healing when considering con) can be hindered, if you hunt things that stun a lot for example, so regen becomes more useful in cases like that (also if you lag a lot and don't use serverside sipping), and of course SoA loses all benefit if you hunt things that use non-physical damage.
The reason con is so good even for level 3 is that increasing your health also increases your sip, along with moss/potash, boar, berkana, and most other healing/regen you might have.
For PvP damage, is it still roughly the same? I remember people saying sip ring is much better than con because 'everything' scales in pvp, but afaik pvp has few attacks that 100% scaling, so I'm skeptical of that. Of course, finishers are often entirely scaling, but extra health also gives you higher breakpoints, so it doesn't seem that straight-forward.
Also, do mage staffstrikes get blocked by SoA?
I've never checked the damage types myself, but I think I remember someone saying that earth and air were physical (and thus blocked by SoA). It doesn't really matter much because SoA only blocks the health damage and not afflictions or limb damage, and I don't think the damage from staffstrike is very important.
I should definitely invest in a regen ring, then!
Results of disembowel testing | Knight limb counter | GMCP AB files
http://pastebin.com/uNtvPGeT
Gold star!