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#126
MagicalMaster

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How do you calculate itemization points?  I've never seen anything on that, so I really don't know how that works.

 

There's at least two possible ways (which differ only slightly) to do it, which is why I gave a range on some of those values.

 

Option A is to look at the stat values on rings/necks/belts and use that coupled with basic info elsewhere.  For example...

 

1 Str = 1 Dex = 1 Mag = 1 Con = 1 Will = 1 Cun from necks (note that I'm not claiming these stats are equal in *power*, just in itemization points)

 

1% attack = 1% crit = 2% crit damage = 1% HoK = ... from rings (the ... is because there's a lot of other bonuses like flanking bonus, armor pen, guard pen, etc).

 

We can then use how the weapon mod crafting shows correlation between the categories -- you'll get a choice of, say, 1% attack in an offense slot or 1 Mag in a utility slot.  So put that together and we get 1 Str = 1 Dex = 1 Mag = 1 Con = 1 Will = 1 Cun = 1% attack = 1% crit = 2% crit damage = 1% HoK = ...

 

Given how many of those stats are "1" it seems convenient to use Primary stats as the "baseline."  Which means something like 1% crit damage is 0.5 itemization points.

 

Option B is identical to option A but there's an oddity or two.

 

The first oddity is that 1 Will = 1.5% HoK comes from Cotton.  But...we've also established that 1% attack = 1 Mag from Plaideweave, and we know 1 Mag = 1 Will, which means 1% attack = 1 Mag = 1 Will = 1.5% HoK.  But...that contradicts our 1% attack = 1% HoK established by the rings.  Something is wrong here -- either the HoK rings should be 15% when purple or Cotton should be 1% HoK per cloth.  I'm not sure the best way to resolve this -- and that's why I gave the "range" for itemization points, as 9% HoK could be worth 6-9 points, basically.

 

The second oddity is that higher tiers of crafting materials don't always scale evenly.  Plaideweave gives 1% attack or 1 Mag, makes sense.  King's Willow Weave gives 1.75% attack or 1 Mag/0.75 Will (1.75 primary total), also makes sense.  But some properties (including HoK from Cotton) don't follow the pattern.  Bronto Hide gives 1 Cun or 2% crit damage -- so far so good.  Craggy Skin gives 1.75 Cun or 3% crit damage -- not good.  Should be getting 3.5% crit damage (75% more than tier 1) rather than 3%.  However, since (ignoring Cotton) every other tier 1 material seems to align with the expected formula, I elected to ignore this weird crafting scaling (for *some* stats going from tier 1 to tier 3) when discussing itemization points as, in practical terms, it seems to line up correctly.


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#127
SpaceV3gan

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I hope the next 5 weeks results in a similar result. The game is dying, it would be good to see more of the end game loot before that happens.

 

I welcomed the generous reward we have got this weekend, however, 5 more weeks of this level of reward would contribute in accelerating the game dying process since most or all hardcore players would unlock their end game items pretty much for free. Collecting Gold as well as playing except for weekends challenges would make no impact loot progression wise.

Therefore I would prefer something more in line with what TheThird had said:

 

1 end game item per book is reasonable. Since the first 2 were insulting, they decided to put in 3 in Book 3. I expect Book 4 & 5 to only have 1 end game item, which is fair play since you should still play the game to get most of those items.


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#128
Snakebite

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There's at least two possible ways (which differ only slightly) to do it, which is why I gave a range on some of those values.

 

Option A is to look at the stat values on rings/necks/belts and use that coupled with basic info elsewhere.  For example...

 

1 Str = 1 Dex = 1 Mag = 1 Con = 1 Will = 1 Cun from necks (note that I'm not claiming these stats are equal in *power*, just in itemization points)

 

1% attack = 1% crit = 2% crit damage = 1% HoK = ... from rings (the ... is because there's a lot of other bonuses like flanking bonus, armor pen, guard pen, etc).

 

We can then use how the weapon mod crafting shows correlation between the categories -- you'll get a choice of, say, 1% attack in an offense slot or 1 Mag in a utility slot.  So put that together and we get 1 Str = 1 Dex = 1 Mag = 1 Con = 1 Will = 1 Cun = 1% attack = 1% crit = 2% crit damage = 1% HoK = ...

 

Given how many of those stats are "1" it seems convenient to use Primary stats as the "baseline."  Which means something like 1% crit damage is 0.5 itemization points.

 

Option B is identical to option A but there's an oddity or two.

 

The first oddity is that 1 Will = 1.5% HoK comes from Cotton.  But...we've also established that 1% attack = 1 Mag from Plaideweave, and we know 1 Mag = 1 Will, which means 1% attack = 1 Mag = 1 Will = 1.5% HoK.  But...that contradicts our 1% attack = 1% HoK established by the rings.  Something is wrong here -- either the HoK rings should be 15% when purple or Cotton should be 1% HoK per cloth.  I'm not sure the best way to resolve this -- and that's why I gave the "range" for itemization points, as 9% HoK could be worth 6-9 points, basically.

 

The second oddity is that higher tiers of crafting materials don't always scale evenly.  Plaideweave gives 1% attack or 1 Mag, makes sense.  King's Willow Weave gives 1.75% attack or 1 Mag/0.75 Will (1.75 primary total), also makes sense.  But some properties (including HoK from Cotton) don't follow the pattern.  Bronto Hide gives 1 Cun or 2% crit damage -- so far so good.  Craggy Skin gives 1.75 Cun or 3% crit damage -- not good.  Should be getting 3.5% crit damage (75% more than tier 1) rather than 3%.  However, since (ignoring Cotton) every other tier 1 material seems to align with the expected formula, I elected to ignore this weird crafting scaling (for *some* stats going from tier 1 to tier 3) when discussing itemization points as, in practical terms, it seems to line up correctly.

 

Thank you for the reply.  I had given it a little thought last night, and had come to the conclusion that you had rated itemization points based on the second method, but now that you mention your first method, I can't see how I didn't come to that conclusion first (or at all without you telling me).  It's much simpler.

 

After using this to compare a vast array of weapons across different categories, I have noticed that yes, daggers generally have about half as many itemization points as other categories across the same level and rarity.  As Pronto stated before, Hakkon's Mercy was not originally intended to be dual-wielded with itself, so Bioware probably never considered having it be overpowered in that regard was very gamebreaking.

 

I have also noticed that two-handed weapons generally have significantly more itemization points than weapons in other categories at the same level and rarity.

 

My conclusions?

  1. Hakkon's Mercy should probably be nerfed a little.  Not down to 50% of where it is at, seeing as doing that would force you to jump through twice as many RNG hoops to bring dagger rogues up to par with the other classes.  I also feel like the dual-wielding rogues should have noticeably more crit damage than other classes.
  2. Hakkon's Valor needs to be buffed.  Significantly.  Like 1,000% crit damage bonus.  And upgraded Static Cage instead of Blessed Blades.  

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#129
GreySpectre

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Hakkon's Valor needs to be buffed.  Significantly.  Like 1,000% crit damage bonus.  And upgraded Static Cage instead of Blessed Blades.  

 

 

I approve.

 

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#130
TheLeakestWink

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I have also noticed that two-handed weapons generally have significantly more itemization points than weapons in other categories at the same level and rarity.

 


Keep in mind that Weapon & Shield warriors also equip a shield, so thinking in terms of equipped itemization points per character, Warriors have a higher number, likely to offset their weaknesses in other areas (slow attack speed, must engage in melee, generally only do physical damage, etc.). So 2H weapons need more points to compensate for the absence of the shield in the offhand.

#131
Fiskrens

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Got The Dancer's Axe (got a nice swing, that one :)) , Brand and Isan... Isut... Ust... Whatever! 26 shield ;). Don't know if I'll ever use Brand, but the other two I'm pretty happy for.

#132
Silversmurf

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I welcomed the generous reward we have got this weekend, however, 5 more weeks of this level of reward would contribute in accelerating the game dying process since most or all hardcore players would unlock their end game items pretty much for free. Collecting Gold as well as playing except for weekends challenges would make no impact loot progression wise.

Therefore I would prefer something more in line with what TheThird had said:


It's because he only needs 1 now :P

#133
sabreracer

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Hakkons Valour (my 3rd Hakkon)

Silencer 

and the PI Ammy

 

 

so quite happy though some people may never speak to me again  :ph34r:

 

In regard to playing after getting everything, people vary I suppose but I played ME3MP for longer after maxing my manifest than I played it before.



#134
Chocobofangirl

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*sigh* family emergency cut me off at 8/10 peris last week. I was hoping they'd do the same thing as book one and let last-star winners get it somehow, but seems no.

#135
Maracucho_Ve

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Got my last missing hakkon (2h), Bolt, the the Gift bow.

 

I'm Happy. :D



#136
MagicalMaster

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I can't see how I didn't come to that conclusion first (or at all without you telling me). It's much simpler.


Because I've been doing it for a decade in WoW and actually build/balance content in NWN. Simple or not, most people don't think in game design terms innately, something has to "spark" their interest in doing so. And you managed to do in about a day what I've had over ten years to perfect. You moron.

As Pronto stated before, Hakkon's Mercy was not originally intended to be dual-wielded with itself, so Bioware probably never considered having it be overpowered in that regard was very gamebreaking.


Yep. Also, if anything given the Assassin and Alchemist a "hidden buff" in that manner was good. But the Silent Sister sure as hell doesn't need it and the Duelist is fine as is too.

I have also noticed that two-handed weapons generally have significantly more itemization points than weapons in other categories at the same level and rarity.


Er, to clarify: does two-handed weapons include bows and staves too? Because those should have the same itemization points -- look at the default Inquisition weapons if you'd like. Dagger has 3 points, 1H has 4 points, 2H has 6 points, bow has 6 points, staff has 6 points.

  • Hakkon's Mercy should probably be nerfed a little. Not down to 50% of where it is at, seeing as doing that would force you to jump through twice as many RNG hoops to bring dagger rogues up to par with the other classes. I also feel like the dual-wielding rogues should have noticeably more crit damage than other classes.


Alternatively, just don't allow it to be dual-wielded. But yes, one thing to keep in mind is that dagger classes have to find twice as many good weapons in effect -- if you find a new bow, staff, or 2H then bam, you're done. Out with the old and in with the new. But an improved dagger only replaces half of your weapons -- though since the main hand is more important it's better than a 50% improvement in weapons.

  • Hakkon's Valor needs to be buffed. Significantly. Like 1,000% crit damage bonus. And upgraded Static Cage instead of Blessed Blades.


Nah, Valor/Wisdom/Wrath are considered "baseline" as weapons that use both slots. If we went by the default formula they'd have 100% each, 1H would have 66%, and dagger would have 50%. If the 1H and dagger are buffed a bit then not a huge deal due to the classes that use them (excluding Silent Sister), but Valor isn't underbudgeted.

#137
Dekibra

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btw - will there be a 4th and 5th book at all? the challenge of the 4th book disappeared in the HQ...



#138
Silversmurf

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btw - will there be a 4th and 5th book at all? the challenge of the 4th book disappeared in the HQ...

 

It will appear on Friday.

 

Don't worry :)


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