Administration should really just fix the problem somehow. Make removing bracelet or belt/girlde use a long balance, similar to removing armour.
My thought was that maybe con changes should just lag, eg. take a bit of time before they affect health, but that'd make runes and borrowing artefacts a pain.
Administration should really just fix the problem somehow. Make removing bracelet or belt/girlde use a long balance, similar to removing armour.
My thought was that maybe con changes should just lag, eg. take a bit of time before they affect health, but that'd make runes and borrowing artefacts a pain.
Give it a short time, say 5 seconds, where removing/wearing armor or con/health arties are done. If you are attacked or perform actions in the meantime, it's interrupted?
Quick question on another note: How long does it take or when do artefacts (or other customised resetting items) return to the owner? I.e. is it after an hour? At the serenade? When you next log on?
Also - as a point of curiosity, if you feed an arte to a humgii, does it immediately reset, or ... ?
Quick question on another note: How long does it take or when do artefacts (or other customised resetting items) return to the owner? I.e. is it after an hour? At the serenade? When you next log on?
Also - as a point of curiosity, if you feed an arte to a humgii, does it immediately reset, or ... ?
From what I could tell, the hammer of forging will reset every hour, based on the minute you bought it. So if you bought it at 37 minutes past, it'd reset then.
Achieved dragon on the 13th of Aeguary, 634 - aged 21 and 1 month and 21 days.
Elder dragon on the 6th of Chronos 635 - aged 22 and 8 months and 14 days.
Its random. Hammer of forging might be specific, but the stat arties, pendant, diadem, rings are random. I've lost them as fast as 5 minutes later before, and they don't all reset as a batch
Its random. Hammer of forging might be specific, but the stat arties, pendant, diadem, rings are random. I've lost them as fast as 5 minutes later before, and they don't all reset as a batch
They're saying the reset is determined by the time when that specific artefact was purchased. So if I have a sip ring that I purchased at 12:15 on one day, and wings that I purchased at 6:05 another day, and I loan them both to you at 4:10, the ring will reset 5 minutes later, and the wings will last for 55 minutes.
Most of mine reset at the same time but were purchased at different times. Goggles and gauntlets seem to be 90 minutes, goggles always were, but it seems like gauntlets changed from 60.
If I'm not mistaken, resistance is a sort of direct reduction. I don't know how they stack, but if you just have 10% resistance, then that means instead of taking 100 damage, you'll take 90.
Armor works a little more nebulously. I don't know the math - I don't know if anyone knows the math - but apparently there's a part of each attack's damage that can be reduced by armor, and a part that can't be? I don't know if it's subtracted or factored, but armor can go above 100, so it's not exactly a percentile thing at all, while resistance very much is.
Sometimes, I wish these super technical gameplay things were on the wiki. @_@
If I'm not mistaken, resistance is a sort of direct reduction. I don't know how they stack, but if you just have 10% resistance, then that means instead of taking 100 damage, you'll take 90.
Armor works a little more nebulously. I don't know the math - I don't know if anyone knows the math - but apparently there's a part of each attack's damage that can be reduced by armor, and a part that can't be? I don't know if it's subtracted or factored, but armor can go above 100, so it's not exactly a percentile thing at all, while resistance very much is.
Sometimes, I wish these super technical gameplay things were on the wiki. @_@
Horkval resistance isn't equal to any armour stats, because resistance doesn't work like armour. It might be the same reduction as 40 for some attacks, but it depends on the attack, and your health in some cases.
For example, with weapon attacks, armour reduces the damage by about (damagestat*3)*(armourstat%), and the portion that scales with max health is unreduced by armour. Resistance applies to the full damage though, not just the reducible part, so the higher your health the better resistance is compared to armour in that case. Then some attacks (like backstab) have no reducible part, so armour is ignored, but resistance still applies.
I have actually always wondered how armour above 100% functions for these kind of calculations. Wouldn't negative damage on an attack theoretically be possible if the reducible portion was large enough compared to the bypassing portion?
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GMCP documentation: https://github.com/keneanung/GMCPAdditions
svof github site: https://github.com/svof/svof and documentation at https://svof.github.io/svof
Site: https://github.com/trevize-achaea/scripts/releases
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Latest update: 9/26/2015 better character name handling in GoldTracker, separation of script and settings, addition of gold report and gold distribute aliases.
Site: https://github.com/trevize-achaea/scripts/releases
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Latest update: 9/26/2015 better character name handling in GoldTracker, separation of script and settings, addition of gold report and gold distribute aliases.
How does that compare to armour?
If I'm not mistaken, resistance is a sort of direct reduction. I don't know how they stack, but if you just have 10% resistance, then that means instead of taking 100 damage, you'll take 90.
Armor works a little more nebulously. I don't know the math - I don't know if anyone knows the math - but apparently there's a part of each attack's damage that can be reduced by armor, and a part that can't be? I don't know if it's subtracted or factored, but armor can go above 100, so it's not exactly a percentile thing at all, while resistance very much is.
Sometimes, I wish these super technical gameplay things were on the wiki. @_@
Eat like a caveman, train like a beast. Champions are not born, they are made.
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.
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.
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.
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.
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.