bare bones splitting script. do talisman pieces;more;more;more;more;more and just press that every couple of seconds for a minute or so until they're all split. transplant split for combine to do the opposite. Alternatively, find someone with a real script
If you can viably use an SoA, it is always the best first artefact purchase.
Always.
And I love too Be still, my indelible friend That love soon might end You are unbreaking And be known in its aching Though quaking Shown in this shaking Though crazy Lately of my wasteland, baby That's just wasteland, baby
Shield of Absorption is sickeningly good for the price, to be honest. If you can wield one without totally hindering your ability to fight it's going to be worth more than the sip ring against a lot of classes.
Without knowing anything about you I'd suggest the shield. If you actually told us what your plans and primary goals are that might change.
So my main objective is pvp/group combat. I've asked around (already purchased but still want more opinions and reasons) and I was debating a upgrading sip ring to leve 2 or buying a SoA. I bought the SoA but what are the specs on level 1 ring vs level 2, is it really all that much more effective?
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
I was mainly thinking of hunting, but I hadn't even realized that the bow was in my price range, so it's certainly tempting. Still, while I'd like to get involved in group combat, I'm not sure when I'll manage, so I think that I'd be missing the shield before making particularly good use out of the bow. So shield it is then, and the bow will probably be next on the list.
So my main objective is pvp/group combat. I've asked around (already purchased but still want more opinions and reasons) and I was debating a upgrading sip ring to leve 2 or buying a SoA. I bought the SoA but what are the specs on level 1 ring vs level 2, is it really all that much more effective?
Yes.
500 credits = 10% increase for level 1 and 2 sip rings.
The per credit value that you gain is the same. You only start getting credit spent/value diminishing returns on level 3's. (level 3 sip is 1000 more credits for a 10% gain)
How do cities gain their money/credits, and what do they spend it on?
Citizen credit purchases give each city an extra bonus percent.
Gold come from fines from enemies, ship docking, bank fees, the above mentioned credits when they are sold, using city destruction on other cites, etc.
Gold the city earns is almost exclusively spent on supporting the city perks, barracks for extra guards, scimitar for increased player damage and pillar for increased mana pool.
How do cities gain their money/credits, and what do they spend it on?
When you make ooc credit purchases, your city gets 3% of the number of credits purchased, and your house gets...5%, I think? So for every 100 credits a citizen buys, the city gets 3. That's the main source of credit income, as far as I know. The main outlays of credits tend to be credit sales, and prizes or rewards for various competitions, activities, etc, that depend on the city.
Gold income comes from the aforementioned credit sales, enemy fines, and miscellaneous donations from citizens. It gets spent on upkeep of city improvements, hiring guards, purchasing furniture, rewards for citizens, and ... well, anything else the city wants to buy.
Anyone who is going to say a 10% sip bonus is worth more than 15% damage absorb chance and a slight reduction in damage, assuming the class can wielda shield effectively has no idea what they are talking about.
If you are attacked once every sip balance for 1000 damage, you will be reducing the average damage by 150 damage plus whatever the armor stat reduces. You would have to be sipping for 1500 for the sip ring to be worth the same as an soa. And no one sips that much without being high level with a sip ring.
if you attack someone and get hired on, and the contract is finished (the mark kills you) irregardless of the time period between hiring and death to the mark, there is no more "cause" for me to be hired on again, yes?
Correct. It is as if the person killed you themself. Any death caused by the mark uses up the cause initially generated.
I don't know if it's still like this, but it used to be if a mark caused your death but didn't get credit for the kill (if you jumped someone while they were bashing and they died to the denizen because of your attacks, if they die to being on fire or bled out) the mark still had to cancel the contract and the cause was used up. Not sure if that was ever changed (I know bleeding gives credit now)
if you attack someone and get hired on, and the contract is finished (the mark kills you) irregardless of the time period between hiring and death to the mark, there is no more "cause" for me to be hired on again, yes?
Generally yeah, although it's possible to hold a grudge against someone past one death if you hire a mark it feels like you are saying you want to put an end to the whole situation.
if you attack someone and get hired on, and the contract is finished (the mark kills you) irregardless of the time period between hiring and death to the mark, there is no more "cause" for me to be hired on again, yes?
Generally yeah, although it's possible to hold a grudge against someone past one death if you hire a mark it feels like you are saying you want to put an end to the whole situation.
Except when you get hired upon twice.
Granted, it's because the hiring party (which rhymes with "Bavianca") couldn't figure out who the other Naga sniping them to death was, so I guess I can see some logic in hiring twice on the person who actually got the kill.
oh no, a targossian hired another targossian I would try to kill/jump anyway even if they didn't have a contract on me, woe is meeee
With rare exceptions, I don't go hunting people who have contracts against me.
I wait for other fights to happen so I can put my Naga training to use when they show up and negate the contract with the help of <insert half of Mhaldorian CWHO here>.
if you attack someone and get hired on, and the contract is finished (the mark kills you) irregardless of the time period between hiring and death to the mark, there is no more "cause" for me to be hired on again, yes?
Generally yeah, although it's possible to hold a grudge against someone past one death if you hire a mark it feels like you are saying you want to put an end to the whole situation.
Except when you get hired upon twice.
Granted, it's because the hiring party (which rhymes with "Bavianca") couldn't figure out who the other Naga sniping them to death was, so I guess I can see some logic in hiring twice on the person who actually got the kill.
Orrrr, she's just going by the old PK rules where one death was cause for two hires.
Comments
local plvl = tonumber (matches[3])
local pnum = tonumber (matches[2])
for i = plvl, 2, -1 do
for d = 1, pnum do
send ("talisman split " .. matches[4] .. " " .. i)
end -- for
pnum = pnum * 2
end -- for
Site: https://github.com/trevize-achaea/scripts/releases
Thread: http://forums.achaea.com/discussion/4064/trevizes-scripts
Latest update: 9/26/2015 better character name handling in GoldTracker, separation of script and settings, addition of gold report and gold distribute aliases.
Looking at similar quaries, I'm thinking that a shield of absorption is likely my best bet, but I realize my wisdom is very limited on the matter.
Always.
That love soon might end You are unbreaking
And be known in its aching Though quaking
Shown in this shaking Though crazy
Lately of my wasteland, baby That's just wasteland, baby
I disagree. 60% of the time, sip ring is better every time.
Group combat? Buy a bow.
Hunting? Shield of Absorption.
Typical Cyrenian? Buy a plot, a room, and a bed.
Also, runewardens can wield them...
Without knowing anything about you I'd suggest the shield. If you actually told us what your plans and primary goals are that might change.
Results of disembowel testing | Knight limb counter | GMCP AB files
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Thanks everyone!
Yes.
500 credits = 10% increase for level 1 and 2 sip rings.
The per credit value that you gain is the same. You only start getting credit spent/value diminishing returns on level 3's. (level 3 sip is 1000 more credits for a 10% gain)
Gold come from fines from enemies, ship docking, bank fees, the above mentioned credits when they are sold, using city destruction on other cites, etc.
Gold the city earns is almost exclusively spent on supporting the city perks, barracks for extra guards, scimitar for increased player damage and pillar for increased mana pool.
If you are attacked once every sip balance for 1000 damage, you will be reducing the average damage by 150 damage plus whatever the armor stat reduces. You would have to be sipping for 1500 for the sip ring to be worth the same as an soa. And no one sips that much without being high level with a sip ring.
Results of disembowel testing | Knight limb counter | GMCP AB files
Granted, it's because the hiring party (which rhymes with "Bavianca") couldn't figure out who the other Naga sniping them to death was, so I guess I can see some logic in hiring twice on the person who actually got the kill.
I wait for other fights to happen so I can put my Naga training to use when they show up and negate the contract with the help of <insert half of Mhaldorian CWHO here>.