Diego Rossi Goblin Squad Member |
As the title say, I don't know where I can see (in game) what are the benefits of increasing a cantip level.
I see that they seem to be more efficient, but I can't see what is that make the difference. The numbers and keywords seem the same.
Probably I am missing something basic, but it is hard to know if I am actually becoming stronger, I will become stronger only I get matching gear or if the increase in power is linked to increasing some other skill to a level that matches the cantrip level.
Nihimon Goblin Squad Member |
Stephen Cheney Goblinworks Game Designer |
3 people marked this as a favorite. |
Eventually, we'd like to replace the All Keywords list on feat and item tooltips with just the ones that are actually present at that rank/upgrade so it's more clear which ones you actually have as opposed to what a maxed out version looks like. And we want it to bold or recolor the ones that are being matched whenever it makes sense. That UI improvement is written up, but I don't know where it is on the feature priorities.
KarlBob Goblin Squad Member |
Eventually, we'd like to replace the All Keywords list on feat and item tooltips with just the ones that are actually present at that rank/upgrade so it's more clear which ones you actually have as opposed to what a maxed out version looks like. And we want it to bold or recolor the ones that are being matched whenever it makes sense. That UI improvement is written up, but I don't know where it is on the feature priorities.
I hope it's pretty high, because that would clear up TONS of confusion. It would especially help brand new users, but I think the "Alpha old hands" would love it, too.
If the "bold-ing" part is harder to implement than the "limit the displayed keywords to those applicable right now" part, then I'm sure we'd be happy to see each part introduced when it's ready.
Diego Rossi Goblin Squad Member |
Stephen Cheney wrote:Eventually, we'd like to replace the All Keywords list on feat and item tooltips with just the ones that are actually present at that rank/upgrade so it's more clear which ones you actually have as opposed to what a maxed out version looks like. And we want it to bold or recolor the ones that are being matched whenever it makes sense. That UI improvement is written up, but I don't know where it is on the feature priorities.I hope it's pretty high, because that would clear up TONS of confusion. It would especially help brand new users, but I think the "Alpha old hands" would love it, too.
If the "bold-ing" part is harder to implement than the "limit the displayed keywords to those applicable right now" part, then I'm sure we'd be happy to see each part introduced when it's ready.
Seconded, thirded and so on a lot of times. :-)
Schedim Goblin Squad Member |
Capitalocracy Goblin Squad Member |
Neadenil Edam Goblin Squad Member |
1 person marked this as a favorite. |
As the title say, I don't know where I can see (in game) what are the benefits of increasing a cantip level.
I see that they seem to be more efficient, but I can't see what is that make the difference. The numbers and keywords seem the same.
Probably I am missing something basic, but it is hard to know if I am actually becoming stronger, I will become stronger only I get matching gear or if the increase in power is linked to increasing some other skill to a level that matches the cantrip level.
"I will become stronger only if I get matching gear" is the correct answer.
The opposite is also true, higher gear only makes a difference if you slot a matching cantrip.
Note that you need to match the correct plus level and also weapon type (diminishing/charged/psychic etc).
level 1 cantrips - work on any staff or wand . (uses first keyword which matches every weapon regardless of type or "plus")
level 2 cantrips need a matching (charged/diminishing etc) +1 staff or wand to to get full effect (adds second keyword that is staff/wand type dependent)
level 3 cantrips need a matching (charged/diminishing etc) +2 staff or wand to get full effect (adds third keyword that matches every +2 or better weapon)
level 4 cantrips need a matching (charged/diminishing etc) Tier 2 +2 staff or wand to to get full effect (adds fourth keyword - masterwork - that only matches T2 and T3 weapons)
<kabal> Bunibuni Goblin Squad Member |
Nihimon Goblin Squad Member |
Just to make sure in my mind, if I want to use a charged staff that has "volatile" as its second word, do I need two levels of a spell with volatile as its second word or four levels?
Getting myself confused.
All Rank 1 Cantrips have the Arcane Keyword.
Rank 2 Cantrips suitable for a Charged Wand or Staff have the Volatile Keyword.
Rank 4 Cantrips add the Masterwork Keyword, which allows you to effectively use Tier 2 Wands and Staves.
Neadenil Edam Goblin Squad Member |
Just to make sure in my mind, if I want to use a charged staff that has "volatile" as its second word, do I need two levels of a spell with volatile as its second word or four levels?
Getting myself confused.
If your charged staff is:
a) the basic +0 charged staff you get as loot
- then any spell will do
b) a +1 charged staff
- you need to use cantrips with "volatile" as a keyword that are trained to two levels for full effect. (any cantrips without "volatile" will work on a +1 charged as if they only had one level trained)
c) a +2 charged staff
- you need to use cantrips with "volatile" as a keyword which are trained to at least three levels for full effect. (any level 3 cantrips without "volatile" will work on a +2 charged staff as if they were only trained 2 levels not three)
Things get complicated after that. (4 levels allows T2 weapons up to +2 and 5 levels of a cantrip enables +3 weapons at both T1 and T2)
NOTE: At lower levels (up to +2) of staff/wand there are two simple rules of thumb:
Rule One - train your cantrip one higher than the "plus" level (even if it does not "match" the staff)
Rule Two - if your cantrip does not "match" the staff it will work but fire off one level lower