Are AB files something that'd be allowed on the wiki? Or are they "top secret"?
I don't think they're considered secret: the ABs for some skills are already there.
i think it is pointless now that they aren't no longer top secret. It would be top secret if the class are tied to a guild. However, guild system cease to exist and anyone can choose the class whatever they want. So it is not necessarily a top secret stuff anymore.
2015/01/12
Tecton, the Terraformer has bestowed His divine favour upon you. It will last for approximately 1 Achaean month.
There's no info that you guys have access to that can't be on the wiki except for quest solutions and info that's private to an org (copies of news posts in Houses, Order documents, etc).
Right, sharing information about quests has always been a no-no, so it makes sense that it would be one of the things that shouldn't be posted on the wiki. What's unclear?
@Tecton@Sarapis hurry up and release the artefact armour so I can throw my credits at them.
Artefact fullplate would just be compound insanity. The game doesn't need more stackable damage and/or damage mitigation. In the end this change would just result in widening the gap between people who have money to burn and those who do not. Same goes for all armor types really, as all classes are balanced around their squishiness, intentionally.
I mean, imagine being a new player or a player who's just becoming familiar with combat. Artied players attacks do more than yours already, but with artefact armor, guess what that results in: Artied players do... even more damage than yours do. I wouldn't be surprised to find that a fully artied knight vs a non-artefact knight might do 3 times as much damage (in %) to the non-artied knight as the other way around. I don't see how this adds any complexity, balance, or even really even anything fun or interesting to the game. It's just pure and simple DPS advantage for USD. No thank you.
Alterations to armor also skew things very oddly because unlike offensive artefacts, armor only affects certain class matchups. For example, lets say we balance an arbitrary class' offense/defense quite well. If you give them more damage/speed output, that helps them against everyone. However, if you give them better armor, it only helps them against classes that do physical damage. That can be good if they need a buff vs physical classes, but the whole "artefact armor" idea doesn't seem to be based at all in actual necessity - and in fact would just make a bad problem even worse, for some classes. I have 3 classleads in right now nerfing damage mitigation - for example, for classes that can already pretty much ignore physical damage due to a dozen compound damage reduction/regeneration abilities. More armor would just widen this gap even more, purely based on who has more disposable income.
Seems to me that people are asking for more armor just because they want more armor, not because they think it would actually benefit combat or provide them with something they can't already achieve for free already (see: bashing). Alternatively, I think that a lot of people actually prefer this massive gap between cash players and normal players, because it makes it easier to "buy" success. I hope people realize how bad this is for a game - every game that has ever done this has collapsed in a tidal wave of new players that never pick the game up a second time because they realize they are required to drop a few thousand bucks in just to get started.
@Tecton@Sarapis hurry up and release the artefact armour so I can throw my credits at them.
Artefact fullplate would just be compound insanity. The game doesn't need more stackable damage and/or damage mitigation. In the end this change would just result in widening the gap between people who have money to burn and those who do not. Same goes for all armor types really, as all classes are balanced around their squishiness, intentionally.
I mean, imagine being a new player or a player who's just becoming familiar with combat. Artied players attacks do more than yours already, but with artefact armor, guess what that results in: Artied players do... even more damage than yours do. I wouldn't be surprised to find that a fully artied knight vs a non-artefact knight might do 3 times as much damage (in %) to the non-artied knight as the other way around. I don't see how this adds any complexity, balance, or even really even anything fun or interesting to the game. It's just pure and simple DPS advantage for USD. No thank you.
Alterations to armor also skew things very oddly because unlike offensive artefacts, armor only affects certain class matchups. For example, lets say we balance an arbitrary class' offense/defense quite well. If you give them more damage/speed output, that helps them against everyone. However, if you give them better armor, it only helps them against classes that do physical damage. That can be good if they need a buff vs physical classes, but the whole "artefact armor" idea doesn't seem to be based at all in actual necessity - and in fact would just make a bad problem even worse, for some classes. I have 3 classleads in right now nerfing damage mitigation - for example, for classes that can already pretty much ignore physical damage due to a dozen compound damage reduction/regeneration abilities. More armor would just widen this gap even more, purely based on who has more disposable income.
Seems to me that people are asking for more armor just because they want more armor, not because they think it would actually benefit combat or provide them with something they can't already achieve for free already (see: bashing). Alternatively, I think that a lot of people actually prefer this massive gap between cash players and normal players, because it makes it easier to "buy" success. I hope people realize how bad this is for a game - every game that has ever done this has collapsed in a tidal wave of new players that never pick the game up a second time because they realize they are required to drop a few thousand bucks in just to get started.
Or maybe some of us just want custom armour. Artefact armour doesn't have to be anything other than non-decay. To imagine it as only being more damage soak is also fairly limiting. What about artefact fullplate that can fully seal for five minutes an hour, acting as pear and immune to gas attacks for that time? Or leather armour that makes highleap last longer, or something.
Also can always add minor benefits such as level 1 health/mana regen.
Reaching level 3 regen without berkana is impossible. having level 3 regen isn't OP. Having artie fullplate with forged stats and 1 lvl regen would make "a lot of" people buy it.
I think its quite on purpose that you can't reach level 3 regen without berkana. At least I seem to have read something like that some time ago.
Negative. The help file is pretty clear on it, but it's fairly easy to achieve level 3 regen (particularly with a lvl 2 regen ring), and there are many was to stack past it, as well. The healing vibe, harmonic, rite, and ground rune all stack as well, when applicable. (they function exactly the same as regen, but are not actually "regen" as defined by "help regen").
I think I've had Shecks' combined regen up to about 40-45% of max health a few times, and I haven't looked in a while, but I'm pretty sure it's around 35% (of 7700) with just basic defs, without having Uruz down.
On a completely unrelated note, I'm kindof surprised that no form of life steal exists in Achaea. (although there is mana steal in various forms)
Ernam said: [artie shoulds shouldn't have higher damage resist]
Or maybe some of us just want custom armour. Artefact armour doesn't have to be anything other than non-decay. To imagine it as only being more damage soak is also fairly limiting. What about artefact fullplate that can fully seal for five minutes an hour, acting as pear and immune to gas attacks for that time? Or leather armour that makes highleap last longer, or something.
I totally agree, and I believe I hit on that a bit too. I'd really like artefact shields for exactly this (particularly since I have a custom SoA and can't use it with S&B without taking an attack speed hit).
Also can always add minor benefits such as level 1 health/mana regen.
Reaching level 3 regen without berkana is impossible. having level 3 regen isn't OP. Having artie fullplate with forged stats and 1 lvl regen would make "a lot of" people buy it.
I mean it's important to keep in mind that a passive heal, life steal, health regen, sip bonus, max health increase, etc, are all basically different forms of the same exact thing. No matter how you spin it, it's all heals-per-second, which increase the percentage of your max health you can recover (or damage you can prevent) in a given amount of time. What I'm saying here is that health regen would effectively be identical to damage reduction, with the difference that it'd work against everyone, not just physical damage.
Perhaps give artefact shields some benefits that can be achieved elsewhere, but don't stack - such that they're convenient to use, but don't actually disrupt combat balance. For example, you could give shield the boar/moon tattoo effect (that doesn't stack), freeing up a tattoo slot , but not actually increasing regen of either. You can run all day with this kind of idea without buffing anything on accident, or widening the artefact gap even further.
I was under the impression that you couldn't stack past Level 3 health regen. I've issued about it a few times, actually (about berkana, about Ri'shen, etc.). Every time I was told that level 3 is the top and there's no going beyond that. Now active healing is different obviously. Uruz and vibes, etc. work to actively heal you rather than passive regen...I think. At least that's how it was explained to me prior. If I'm wrong, someone let me know though!
Life steal would be sweet. Give it to shamans. Let us suck your spirits dry.
Armour is still restricted by class though, so only knights would be wearing fullplate despite it being artefact, right?
Unless it goes the SoA route where everyone can wear it regardless of class, I don't see it being much of an issue. If I wasn't already lucky enough to have customised my fullplate, I'd pick up artefact armour just for the nondecay option because I have a dislike of having to maintain supplies. It's also why I have a full set of arti vials, it's efficiency in my mind to not have to replace things every so often.
(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."
I was under the impression that you couldn't stack past Level 3 health regen. I've issued about it a few times, actually (about berkana, about Ri'shen, etc.). Every time I was told that level 3 is the top and there's no going beyond that.
The situation is a little bit counterintuitive. It's definitely true that you can't stack past level 3 Health Regen. The thing that makes it confusing is that, as Ernam points out, a lot of things that...regen health, are not "Health Regen". Room-based passive effects are not Health Regen. Kaido regeneration isn't Health Regen. Boar tattoo isn't Health Regen. Usually, the things that count as Health Regen are long-lasting, personal effects without any kind of keep-up cost.
I was under the impression that you couldn't stack past Level 3 health regen. I've issued about it a few times, actually (about berkana, about Ri'shen, etc.). Every time I was told that level 3 is the top and there's no going beyond that.
The situation is a little bit counterintuitive. It's definitely true that you can't stack past level 3 Health Regen. The thing that makes it confusing is that, as Ernam points out, a lot of things that...regen health, are not "Health Regen". Room-based passive effects are not Health Regen. Kaido regeneration isn't Health Regen. Boar tattoo isn't Health Regen. Usually, the things that count as Health Regen are long-lasting, personal effects without any kind of keep-up cost.
I thought the same thing. But according to my last self-issue response boar tattoo is health regen. I was told that I couldn't stack a boar and Ri'Shen with a level 2 band because it would put me over Level 3 (that was my specific question actually!). If that's not the case..yeah now I'm really confused. I think regen and passive healing needs to be clarified (both in general and in various scrolls) so people can make educated choices about artefact tattoos, artefacts, spirit attunement, and whatnot.
I was under the impression that you couldn't stack past Level 3 health regen. I've issued about it a few times, actually (about berkana, about Ri'shen, etc.). Every time I was told that level 3 is the top and there's no going beyond that.
The situation is a little bit counterintuitive. It's definitely true that you can't stack past level 3 Health Regen. The thing that makes it confusing is that, as Ernam points out, a lot of things that...regen health, are not "Health Regen". Room-based passive effects are not Health Regen. Kaido regeneration isn't Health Regen. Boar tattoo isn't Health Regen. Usually, the things that count as Health Regen are long-lasting, personal effects without any kind of keep-up cost.
I thought the same thing. But according to my last self-issue response boar tattoo is health regen. I was told that I couldn't stack a boar and Ri'Shen with a level 2 band because it would put me over Level 3 (that was my specific question actually!). If that's not the case..yeah now I'm really confused. I think regen and passive healing needs to be clarified (both in general and in various scrolls) so people can make educated choices about artefact tattoos, artefacts, spirit attunement, and whatnot.
:O
I was always under the understanding that boar was not health regen too! @Makarios, @Tecton HELP!!!
I was under the impression that you couldn't stack past Level 3 health regen. I've issued about it a few times, actually (about berkana, about Ri'shen, etc.). Every time I was told that level 3 is the top and there's no going beyond that.
The situation is a little bit counterintuitive. It's definitely true that you can't stack past level 3 Health Regen. The thing that makes it confusing is that, as Ernam points out, a lot of things that...regen health, are not "Health Regen". Room-based passive effects are not Health Regen. Kaido regeneration isn't Health Regen. Boar tattoo isn't Health Regen. Usually, the things that count as Health Regen are long-lasting, personal effects without any kind of keep-up cost.
I thought the same thing. But according to my last self-issue response boar tattoo is health regen. I was told that I couldn't stack a boar and Ri'Shen with a level 2 band because it would put me over Level 3 (that was my specific question actually!). If that's not the case..yeah now I'm really confused. I think regen and passive healing needs to be clarified (both in general and in various scrolls) so people can make educated choices about artefact tattoos, artefacts, spirit attunement, and whatnot.
The issue response was wrong, boar is unrelated. HELP REGEN spells it out pretty clearly, except that it leaves out some class abilities under "What Affects Health Regen Within Limits".
The "level 3 regen" limit applies to regen rings, berkana, regen from
transmogrification for occultists, trollskin armour (artefact leather
armour which isn't available now, but at least one person still has it
last I knew), Ri'shen in spiritlore (I think), and it used to apply to
racial regen (when there was racial regen). All other health regen is
separate, unrelated to that "levelled" regen.
So some people can
hit the cap without berkana, or even without a regen ring, if they're an
occultist or shaman or are one of the very few people who have
trollskin armour.
Yeah, I always found that HELP REGEN covered things pretty well. And if things weren't listed there that you were curious about, you could ISSUE ME about it.
Well, there are three levels of regen. And correctly you cannot stack past level 3. But there are things that are health regen that always affects health regen (boar, uruz, harmony, etc).
Only certain things are bound to levels. Just a lot of ambiguous language, I think.
Well, I didn't mean artefact armour should have a regen attached to it. What I said was there can be minor elements attached to armor (as an idea of one of them regen), that are available within the game, and can act as convenience thing.
Comments
quest info?
clarification:
Was that there before?
I meant the "except for quest solutions" in Sarapis' post.
Artefact fullplate would just be compound insanity. The game doesn't need more stackable damage and/or damage mitigation. In the end this change would just result in widening the gap between people who have money to burn and those who do not. Same goes for all armor types really, as all classes are balanced around their squishiness, intentionally.
I mean, imagine being a new player or a player who's just becoming familiar with combat. Artied players attacks do more than yours already, but with artefact armor, guess what that results in: Artied players do... even more damage than yours do. I wouldn't be surprised to find that a fully artied knight vs a non-artefact knight might do 3 times as much damage (in %) to the non-artied knight as the other way around. I don't see how this adds any complexity, balance, or even really even anything fun or interesting to the game. It's just pure and simple DPS advantage for USD. No thank you.
Alterations to armor also skew things very oddly because unlike offensive artefacts, armor only affects certain class matchups. For example, lets say we balance an arbitrary class' offense/defense quite well. If you give them more damage/speed output, that helps them against everyone. However, if you give them better armor, it only helps them against classes that do physical damage. That can be good if they need a buff vs physical classes, but the whole "artefact armor" idea doesn't seem to be based at all in actual necessity - and in fact would just make a bad problem even worse, for some classes. I have 3 classleads in right now nerfing damage mitigation - for example, for classes that can already pretty much ignore physical damage due to a dozen compound damage reduction/regeneration abilities. More armor would just widen this gap even more, purely based on who has more disposable income.
Seems to me that people are asking for more armor just because they want more armor, not because they think it would actually benefit combat or provide them with something they can't already achieve for free already (see: bashing). Alternatively, I think that a lot of people actually prefer this massive gap between cash players and normal players, because it makes it easier to "buy" success. I hope people realize how bad this is for a game - every game that has ever done this has collapsed in a tidal wave of new players that never pick the game up a second time because they realize they are required to drop a few thousand bucks in just to get started.
Reaching level 3 regen without berkana is impossible. having level 3 regen isn't OP. Having artie fullplate with forged stats and 1 lvl regen would make "a lot of" people buy it.
And you won't understand the cause of your grief...
...But you'll always follow the voices beneath.
Negative. The help file is pretty clear on it, but it's fairly easy to achieve level 3 regen (particularly with a lvl 2 regen ring), and there are many was to stack past it, as well. The healing vibe, harmonic, rite, and ground rune all stack as well, when applicable. (they function exactly the same as regen, but are not actually "regen" as defined by "help regen").
I think I've had Shecks' combined regen up to about 40-45% of max health a few times, and I haven't looked in a while, but I'm pretty sure it's around 35% (of 7700) with just basic defs, without having Uruz down.
On a completely unrelated note, I'm kindof surprised that no form of life steal exists in Achaea. (although there is mana steal in various forms)
I totally agree, and I believe I hit on that a bit too. I'd really like artefact shields for exactly this (particularly since I have a custom SoA and can't use it with S&B without taking an attack speed hit).
I mean it's important to keep in mind that a passive heal, life steal, health regen, sip bonus, max health increase, etc, are all basically different forms of the same exact thing. No matter how you spin it, it's all heals-per-second, which increase the percentage of your max health you can recover (or damage you can prevent) in a given amount of time. What I'm saying here is that health regen would effectively be identical to damage reduction, with the difference that it'd work against everyone, not just physical damage.
Perhaps give artefact shields some benefits that can be achieved elsewhere, but don't stack - such that they're convenient to use, but don't actually disrupt combat balance. For example, you could give shield the boar/moon tattoo effect (that doesn't stack), freeing up a tattoo slot , but not actually increasing regen of either. You can run all day with this kind of idea without buffing anything on accident, or widening the artefact gap even further.
Life steal would be sweet. Give it to shamans. Let us suck your spirits dry.
Album of Bluef during her time in Achaea
Unless it goes the SoA route where everyone can wear it regardless of class, I don't see it being much of an issue. If I wasn't already lucky enough to have customised my fullplate, I'd pick up artefact armour just for the nondecay option because I have a dislike of having to maintain supplies. It's also why I have a full set of arti vials, it's efficiency in my mind to not have to replace things every so often.
Album of Bluef during her time in Achaea
I was always under the understanding that boar was not health regen too! @Makarios, @Tecton HELP!!!
Edit: I NEED AN ADULT!
The "level 3 regen" limit applies to regen rings, berkana, regen from transmogrification for occultists, trollskin armour (artefact leather armour which isn't available now, but at least one person still has it last I knew), Ri'shen in spiritlore (I think), and it used to apply to racial regen (when there was racial regen). All other health regen is separate, unrelated to that "levelled" regen.
So some people can hit the cap without berkana, or even without a regen ring, if they're an occultist or shaman or are one of the very few people who have trollskin armour.
Album of Bluef during her time in Achaea
Only certain things are bound to levels. Just a lot of ambiguous language, I think.