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Goblinworks Game Designer

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The bandit archer low-stamina attack is 100% Interrupt on Opportunity.

The Stamina cost on it is 23, which means they'll have enough to use it every 2.3 seconds once they get low in stamina. If you are also repeatedly using longbow attacks that are also 2.3 seconds, you could probably easily get into a loop where they manage to land in your interruption phase every time. However, if you happen to time it so they're hitting you during your non-interruption phases, they'll probably keep hitting you during those phases and never interrupt you as long as you also keep attacking every 2.3 seconds.

The bandit attack is changing stamina cost slightly due to some math changes in EE4, so it will probably be less likely to get stuck in a perfect loop of either yes or no in the future.

Goblinworks Game Designer

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DeciusBrutus wrote:
I thought penetrating was specifically keyed to physical resistance, and searing armor would do more fire damage to targets with high physical resistance. It seems to me the reason Searing Armor was Penetrating is because it turns heavy armor into a broiler.

Should be whichever resistance you're targeting, not locked to Physical. Which makes me realize that I may have to up the priority of getting a more intuitive Penetrating effect or a less kludgy "Immune" state. There probably shouldn't be cases where Penetrating attacks of an energy type the creatures is "Immune" to are better than attacks from energies the creature isn't immune to, but just has good resistances against.

coach wrote:
hopefully GW will because Keywords are currently frustrating at best and a thesaurus is all that would be needed for more words to bring across what they are saying

I'm givin' 'er all she's got cap'n! The thesaurus only has so many words and I've used all the cool ones already! :)

Goblinworks Game Designer

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Yes, the cooldown on Minor Cure is a nerf, of the sort where we're removing something that was unintentionally too powerful. It was never meant to be spammed (it was the only direct heal without a cooldown, and only because our experiment with turning cooldowns off on secondaries made it into EE). We intend the HP bar to be a major component of fight timing that can't be repaired indefinitely while in combat, so we did not mean to create a power that would give the impression that trying to heal through damage was viable. I'm sorry you guys started to rely on it in that form, but please expect a lot of the other combat math and mechanics to change as we notice things that aren't being used as anticipated (i.e., my starting math is only a very rough guess and EE is important for actually helping us determine the real value of various elements of the system).

As Lee says, the Tier 2 escalations should, indeed, be out of reach of Tier 1 characters for now, save possibly in very large groups. They should become significantly easier as T2 gear and stats start becoming available in a couple of weeks.

Goblinworks Game Designer

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I read this thread title as "Advice on TNT-based crafting" and was sad that, even in Golarion, I cannot justify adding that with the setting lore.

Because that would be awesome.

Goblinworks Game Designer

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Yep, +0 ammo will make your ranged attacks continue to work like they do in the ammoless world we live in now. Higher plus ammo is pure bonus over how things work now.

It does break the paradigm, but in a minor way. And it was better to support the +0 to +5 crafting paradigm than to keep the damage paradigm pristine :) .

Goblinworks Game Designer

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Yep, buffs should stack with passives (currently and in the future).

Quickened and Hasted will not stack, however (they're the lesser and greater versions of the same buff and on the same channel). So Agile Feet is only useful if you've been hit with Energetic Field so far as Agile Feet's Quickened is likely to still be on you after Energetic Field's Hasted wears off.

Goblinworks Game Designer

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Dunno. How much will you pay to do a few percent more damage than the guy using +0 arrows? (The percentage depending on the + in question, the tier, and the armor of the target.)

That's not meant to be a flip response. There are a few places in the game systems, particularly the crafting systems, where the intent is that you can chase the progressively higher resource cost for higher upgrade gear for an increasingly marginal bonus. But, importantly, it's a total that can't be reached in any other way.

I'm honestly curious whether the player response to some of these is likely to be a "I'm not going to pay for that and if I did accidentally, I'm mad that I did" or "Yeah, that's something that people, particularly well-organized people, will use selectively to get a small but meaningful advantage in certain situations, particularly ones where they've already exhausted cheaper methods to raise that total."

Goblinworks Game Designer

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The intent is for higher plus arrows to not be required for higher plus bows. Instead, the plus on the arrow is a base damage bonus. +5 arrows essentially act like another minor keyword for damage.

You will need higher tier ammo for higher tier bows (or, more likely, shooting lower tier ammo will downgrade the attack to the lower tier, including probably dropping major keywords as well).

We may add small batches of +0 ammo to creature loot tables once ammo is working, but not so much that you can kill using only ranged attacks indefinitely with only the ammo provided from your kills.

Goblinworks Game Designer

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So... it turns out that I left a % symbol off Archer and Travel Domain and that may mean their speed boosts never did anything. Or they may assume the percentage; it's hard to be sure. Either way, it's fixed in the next patch.

All the armor feats with a speed boost should be exactly the same boost at the same level.

Travel has a significantly higher boost than the armor feats, but will not currently stack with them (only the higher bonus will apply). There's a feature request that's not been done yet to use the channels on passive feats so they will stack.

Goblinworks Game Designer

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Knowledge increase should be a flat multiplier on every independent chance the creature has to drop something. If it has 20% chance to drop, and your Knowledge gives you +10%, it now has a 22% chance to drop.

It should not affect any kind of relative chances. If a creature has a 30% chance to roll on its salvage or tokens table, and you get +10%, it now has a 33% chance to roll on its salvage or tokens table, but the relative weights of what's on that table aren't affected.

It does not affect the party, only your own drops (this is part of the reason why you get personal loot that goes directly to your inventory: that loot is yours, was affected by your knowledges, and you're not obligated to share your better loot with people that didn't spend as much XP on knowledges as you did).

There should no longer be any chances that can get to 100% even with maxed out knowledges. I deliberately set them all to under 66% (splitting ones that were over 66% into two independent chances) so even if you're solo you'll never accidentally cap out your loot chance. There's still an advantage to being in a party (a six-member party should, total, be getting around 25% more loot than if they'd killed the same pile of monsters ungrouped).

There shouldn't be anything in the math that creates milestones that could cause weirdness. Rank 7 should differ from Rank 6 in the same way Rank 6 differs from Rank 5: slightly more chance of loot. You guys may be conflating it with the gathering skills (where rank 7 allows you to get Tier 2 stuff, and that DOES mean you can get T2 instead of T1). But the creature loot and knowledges are a completely different system from gathering.

Some things have really low drop chances, particularly when dealing with low-level monsters. For example, the base chance to drop a T1 recipe never exceeds 6.7% (and is 2% for level 1s). That's rolled independently for each creature, and there are no streakbreakers, so my current theory is that any streaks of getting many fewer than expected drops over a big series of kills are balanced out somewhere by someone that got much more than expected drops over a big series of kills. If you kill 1000 creatures with a 2% drop chance, your average result is 20 drops, but that's the peak of the bell curve and there are big swaths of chances where you can get almost none or significantly more than 20.

Goblinworks Game Designer

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Gedichtewicht of Brighthaven wrote:

Minor Cure:

What i would like to know here is this.
What is the plan for leveling it?

Healing will eventually change to a small flat number plus a percentage of max HP. Healing will eventually scale based on Effect Power vs. Effect Protection. I'm waiting on tech for both.

Quote:

Healing and flags:

We noticed in the last build that once a member of your party got the aggresor flag he could no longer be healed by other people in the party.
-> I presume this is not wai, so what are your plans for this?

This is a weird interaction of the convenience fix we put in to have Beneficial effects target you instead of your enemy target so you don't accidentally heal the monsters. We need to get some overrides in so settlements/compaines/parties keep people green even when they should be red, and then a further override command that lets you go "I know helping that guy will tag me into the fight, turn me hostile to his enemies, and maybe cost me a rep hit, but I want to do it anyway."

Goblinworks Game Designer

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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.

Goblinworks Game Designer

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Yep. Stacking effects should be adding your resistance to your defense for purposes of reducing the size of the stack applied. Cold resistance reduces the damage of a cold attack and also increases your defense against the stacking effects it applies.

Goblinworks Game Designer

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You've got the effects reversed. The spellbook type controls the max level, and the + increases the total number of levels that can be placed in the book.

There are seven versions of each implement.

The first one is always labeled Introductory [Implement Type]. Those can only hold up to level 1 expendables of the appropriate type. They can hold total levels equal to 2 plus the upgrade level (so an Introductory Spellbook +2 can hold 4 spell levels, so functionally four first level spells).

Past the first one, there are two of each type for each tier. Those can always hold up to the Tier x 3 as a max level (e.g., a Tier 1 spellbook that's not Introductory can hold up to 3rd level spells). The one that can be made more easily of the two can hold less total levels, but higher pluses of each increase the levels held.

For Spellbooks, the way it works out is:
Spellbook - Max Level - Base Total Levels - Extra Total Levels Per Plus
Introductory Spellbook - 1 - 2 - 1
Learner's Spellbook - 3 - 5 - 2
Apprentice's Spellbook - 3 - 8 - 3
Adept's Spellbook - 6 - 11 - 4
Magister's Spellbook - 6 - 14 - 5
Archmage's Spellbook - 9 - 17 - 6
Transcendent Spellbook - 9 - 20 - 7

For example, a Learner's Spellbook +2 can hold 9 levels of up to level 3 (so 3/3/3, or maybe 3/2/2/1/1, etc.). Meanwhile, an Apprentice's Spellbook +0 can hold 8 levels of up to level 3, so it's actually a little bit worse than the one that's technically lower level (because making the lower level one +2 actually made it cost many more resources than the +0 higher level one).

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@Phaite

A repair system is designed out. It may be a while to get in. But it seems simpler to implement than the original idea we had, so my guess is that it won't be a super long time before we get to it.

@Schedim

Item decay is one of those things that the programmers would probably regret giving the designers because of all the crazy things we'd put it on. ;)

There are currently no designs for an item decay system, and it's also probably impractical due to all the extra tracking overhead it would require.

@Proxima Sin

I promised you Tork's car or Mike's car, not my car. I only bet with the cars of people that don't have cars.

Goblinworks Game Designer

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Power regen should be 5% of max every 12 minutes and your location shouldn't matter. The regen should happen on what's essentially a 12 minute tick (i.e., you shouldn't get back a tiny trickle constantly, you should see a noticeable 5% increase and then another one 12 minutes later).

Eventually we'll have tech to provide Power at camps, PoIs, and settlements, and once that's working we'll remove the over time regen.

Goblinworks Game Designer

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We tried to and couldn't reproduce this today. Due to Penetrating on Distressed, our experience was that the upper and lower bounds of an attack's results were correctly higher when the target was Distressed than when it wasn't. For example, we saw a high result of 52 on a particular target without Distressed, and a high result of 58 with it, which made sense for the armor values involved. In the same sequence, the lowest number we saw was lower for the attacks where the condition wasn't met.

Compound has a pretty big damage factor, which means that there can be a pretty big swing in damage based on margin of failure. So you may just be seeing the capricious god that is the Random Number Generator messing with you.

We should be getting more combat logging soon and we'll check it again when we can see all the numbers involved, but we didn't get the results you're suggesting on our end with today's test.

Goblinworks Game Designer

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We're still trying to figure out what happened with the Expendables (by which I mean, it doesn't seem to be my fault so we have to wait for programming to get in ;) ). You're seeing attacks that aren't even hooked up to the advancement sheets, so I suspect your actual character data is not affected in any way, they just somehow all got set to "yes, please, have some more."

Note that most of the ones with question mark icons don't actually do what they say on the tooltip. Because most of those use effects that aren't working yet, they're set so none of their effects are parsed by the system. So, for example, if you use Stinking Oils on the Rogue Kit, it does literally nothing but cost you power because it's supposed to use Nausea and that's not in yet, so neither of its other effects will work either. Attacks that do damage in addition to their effects might do the damage.

The exceptions are Dazzle (Trophy Charm), Thrown Caltrops (Rogue Kit), Targeted Updraft (Spellbook), and Purge Defenses (Holy Symbol). Those are concepts we were testing internally and weren't ready to show off yet. They're intended to be powers useful for something similar to EVE's tackler role: something you get lower level allies to do to your enemies so you don't have to. They all have six second activation times, so even a slow weapon Interrupt can stop them.

So, since the cat's out of the bag on that one, I guess maybe test those until we get it fixed and give us feedback on how well they work in a group?

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Nihimon wrote:
Ryan Dancey wrote:
This may all be moot though. Practically speaking, characters may die often enough that they are consuming weapons and armor fast enough to create meaningful economic activity without these other systems.
I expect this to be the case, and drastically prefer replacing a weapon every 20 deaths to having to manage lots of consumable items.

Yeah, one of the reasons we haven't spent a lot of cycles on long-duration consumables for weapons and armor is that it may be superfluous due to how fast people go through gear. If there's rapid turnover of weapons and armor, the crafters that make them would probably prefer to be seen as gear crafters than consumable crafters. However, if people tend to hang onto such gear longer, it'd be nice for crafters to have stuff to make as a sideline between bigger gigs.

But we're also waiting on some tech to get them working right. For one, it would be nice to attach the buff to the actual weapon rather than any weapon the character uses (right now, buffs are purely on the character). For another, the armor consumable needs the same concept of percentage reduction as we need for creatures that are supposed to be keyword-vulnerable; that is, the armor buffs need to be on the order of "X% flat reduction" rather than "+X to all resistances" since the latter could be combined with already good resistances to make higher level players virtually immune to low level players in a way we don't want.

Regardless, the plan for long-duration consumables is that they're a small bonus at low level and make up a bigger and bigger potential portion of your damage/defense at high level, so we've got a while before you're high enough level that adding them would introduce a sudden shift in the necessity of using them.

Repair kits, as Ryan notes, are also sketched out now. We figured out some cool math that means we can keep expected value/difficulty to make for a repair kit consistent with the value it's replacing across a wide range of items. Meaning we should be able to do repairing where crafters make kits and give them to others to use rather than having to go through a whole process of handing over your weapon to someone that can already make it. We were worried that, if we went with handing them over, it would be so laborious that it would be less a repair system and more a "crafters trawl the markets for damaged items that are cheaper than the raw materials they're worth" system. At which point, it would have made more sense to have a salvaging system than a repair system. (We do also have a sketched out design for a salvaging system.) Repair kits may also be enough item management to be interesting, and adding whetstones and armor plates would just be too much to manage.

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Base encumbrance threshold is currently 40 (up from 20).

Upgrades are 2/rank per start, but accelerate toward the top end to a max of 50 at rank 10.

Strong Back is +2-14.

Freeholder armors are +3/keyword and Expert armors are +1/keyword (once they're working, sorry, I forgot to fill in a field :( ).

Backpacks and pouches are scheduled to provide up to around 10 each at T1, around 20 each at T2, and around 50 each at T3.

The intention is that a Freeholder dedicated to getting as much encumbrance threshold as possible could have around 50 at high T1, around 100 at high T2, and around 200 at high T3.

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Nihimon wrote:
Quote:
Renamed "Commoner" to "Freeholder".
This is great. "Commoner" was a little too... "basic".

Yeah, the Paizo team was not a fan of it because, in tabletop, Commoners aren't really at all awesome. So we workshopped a term that everyone felt was sufficiently heroic and covered the wide variety of stuff the role does in PFO.

Quote:
Spell Penalty?? Is this new? I see a reference to "spell penalty" in the "Alpha 9.1 Update" blog, but it's only mentioned as a piece of future tech. Can we get a little more information on how this works, and what the values are for the various armor types?

It's been in the plan for the beginning, and is pretty high priority to get in, so hopefully real soon now.

It's basically an attack penalty to all Arcane attacks, and the total/20 is a penalty to Effect Power on Beneficial Arcane actions. So it should affect all Spellbook spells and all cantrips. If you have -100, you'll be -100 attack bonus to all those that are attacks, and -5 EPow to all pure buffs. This can take the totals negative.

Cloth is -0, Light is -20, Medium is -50*, and Heavy is -100.

* I just realized this will result in some weird rounding with the EPow, so that might get tweaked again before Spell Penalty is working.

Goblinworks Game Designer

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Consumables should have never cost Power. That cost is paid for by them being consumed. Fixed in next patch.

Next patch we're also experimenting with setting all Expendables (including Consumables) to cost 0 Stamina.

Effectively, the only cost to use potions and tokens is the time they take to activate and losing the item. The only cost to use your Expendables on your implement is Power (you'll recover Stamina for your Secondaries while you animate them).

I also went through and set all the Tokens to be 0.6 second activation (rather than the range of 05.-1.7 they used to be) and improved their level (to compensate for them always being +0). This had a net effect of powering up most of them, though the slower ones came down in power slightly (with the tradeoff that they're now less than half the time to activate).

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@Schedim
Armor keyword matching is the way we track "level" and you gradually outlevel getting the normal effect from lower level buffs. If there was no degradation due to level, there'd be no reason to buy up your buffs, and you might even have lower level players follow you around just to provide buffs. Tracking based on activated armor keywords makes the system work the same as offensive effects, and keeps you from counting as "higher level" when you're wearing weaker gear than you can actually support (and thus functioning as "lower level").

@Häagen
Grenades work the same way. A higher plus grenade will do more base damage and scale up its timed and stacking debuffs.

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Duration should actually increase by 10% per plus (with an extra 10% at +3). Consumables work like Expendables. For T1 crafted consumables, +0 counts as matching 0 keywords, and each additional + counts as an additional keyword. So +3s are effectively matching 3 keywords.

(Currently, only stacking effects and timed effects are hooked into Effect Power scaling, so it won't yet affect healing from cure potions.)

Also note that if you're using +0 potions with armor keywords matched on yourself, you're losing 10% of the duration for every armor keyword you're matching.

In general, I'd love to hear some wide scale feedback on the usefulness of the shorter self buffs. The buffs are priced the way they are because, on paper, they should pretty significantly increase your damage output or survivability while they're active. So the longer I make them, the more likely it is that suddenly they'll tip and become so good they're practically required. But the math doesn't really account for the annoyance of frequent reactivation, so including that in the balance considerations is certainly possible based on player feedback.

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Right now there's no benefit to crafting miscellaneous gear at higher than +0.

The keyword, as you note, is used for Utilities. There isn't a large number of utility keywords, and they tend to repeat on different body slot items so you have a better chance of getting a collection of them that works for your particular Utilities and gear loadout. Having two with the same keyword (in different slots) is redundant; they don't stack in any way. Vehement is used for Trip, True Strike, and a few Utilities that aren't working yet.

Eventually, most miscellaneous gear enchants will scale their passive bonus based on the total plus of the item. For example, a Tier 1 skill bonus enchantment adds 7 + Upgrade Level (e.g., a +3 item adds +10 to the skill).

We're also thinking about a system to give some benefit to upgraded misc gear even if it's not enchanted (currently dubbed the "Fanciness Rating" though that may change before it's rolled out ;) ); basically totally all your gear pluses to provide a useful bonus.

Goblinworks Game Designer

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Thod wrote:
Now people will say - you can't just do that. Bandits are not like chance or random. No - they are not. But I wanted to form a basis for a 'random' bandit.

What if we could get the bandit to move to another hex whenever somebody rolls a 7 and tells him where to go? Then, the gathering nodes and outposts in the hex could refill resources whenever their number is rolled except when the bandit is in that hex.

Clearly, if we could just get bandits to follow the whims of the random number generator, our Massively Multiplayer Settlers of Catan would be so much easier to balance ;) .

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Good points on naked gatherers. We'd planned to have a big encumbrance bonus on the Commoner feature feats once those were added, but those would have been a flat bonus that didn't rely on gear. So we're moving that to a per keyword bonus on the armor feats for Commoners (and a lesser bonus for Experts). (+3 per keyword for Commoner armors and +1 per keyword for Expert armors.) This change also has the bonus of getting you that extra encumbrance with the next build rather than whenever we felt that Commoner and Expert features were done enough to put in.

Essentially, you'll (as a Commoner or Expert) be able to carry more if you're wearing better armor (and have all those extra defenses for if someone actually attacks you). The bonus should very quickly counteract the weight of cloth or light armors, and would eventually counter even medium if you have the keywords for it.

Why? Maybe because being fancy puts a spring in your step, letting everyone know that you're a well-dressed individual perfectly attired for a day of schlepping ores and logs all over the countryside. Comfortable, fashionable clothes go a long way towards a productive work day. ;)

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CaptnB wrote:
So crafting buildings will become invulnerable PvP safe haven?

Coming up with a good solution to prevent that is one of the reasons it's not in yet ;) .

Proxima Sin of Brighthaven wrote:
45 out of every 1000 units produced by a dedicated refiner at this point in alpha -or an average of one or two out of each run of (30)- but those aren't the results we've been seeing.

The bug in upgrade chance was just resolved three weeks ago, so it may have just missed the last build. It was certainly not in the one before that, and should definitely be in the next one if it's not currently working on live.

Quote:
Is the converse now true, that EVERYTHING we acquire by gaining new ranks from a trainer is common?

All crafting recipes that you get automatically as soon as your skill improves are Common, yes. Some of the +0 refining recipes that you get automatically are Uncommon (the same as their +1-+3 versions).

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Long term plan is to remove you from the world when you're using a door with a full-screen interface, specifically so you don't get ganked when you have no situational awareness. (And so a trip to a populated city isn't a jarring exercise in looking at all the strange people huddled around doors.)

I just hooked the rarity into the description of the refining recipe consumables (all the consumable crafting recipes are Uncommon). So that should be in the next build. Getting them to show up in the actual refining/crafting window is more complicated, so sadly you'll need to keep using the wiki data until we can get a feature request through on that.

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Whenever my recent tweaks go in, the general rule is:
* Ores and Logs are 1/2 to 2 encumbrance
* Cloths and Leathers are 1/4 to 1 encumbrance
* Chemicals, Essences, and Gems are 1/25 to 4/25 encumbrance

So you can carry twice as many cloths/leathers of the same concentration as ores/logs, and whole bunches of the smaller things.

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Tyncale wrote:

Were those the only wrong values? Equipping a completely naked character with nothing in his inventory, with Hide and Steel Banded will fill up half his encumbrance bar. Give him a Longsword, a shield and a bow, and he is encumbered.

How much on average should the actual *equipped* gear weigh? Considering there are about 20 equipment slots. :)

I understand there will be bags which will multiply the amount you can carry, and Encumbrance Feats, but this sounds a little harsh. Though it certainly will be an incentive to go for lighter armors: a Quiet iron Shirt gave 1/3rd the encumbrance of a Hide and Steel banded.

I agree with armors and weapons weighing a lot, else everyone will be a walking Armory, just wondering how much your actual equipment amounts to on average.

I also tweaked some of the materials down a little bit at the highly concentrated end. But the equipment, other than the implements, is as encumbering as intended.

The general concept is that a unit of encumbrance is roughly equal to five pounds if it's relatively compact, with bulky items maybe being a little lighter per encumbrance. It's abstract enough that once you get up to a whole encumbrance unit, we also tend to round off to keep similar things similar rather than sweating the precise differences.

Thus, the weights of things are based pretty heavily on tabletop: one-handed weapons are 1 encumbrance (since most of them are around 5 pounds), two-handed weapons are 2 (since most of them are around 10 pounds), clothing is 1 (5 pounds), light armor is 4 (20 pounds), medium armor is 7 (35 pounds), and heavy armor is 10 (50 pounds). Most miscellaneous gear is .2 encumbrance (1 pound).

You start off with a 20 threshold, which is similar to a 100 pound max light load (which would be an 18 STR in tabletop), and can increase it pretty dramatically by buying the upgrade and Strong Back. The plan is for a character who gets as much carrying capacity as possible to get up to around 50 in T1, 100 in T2, and 200 in T3. Only 40% of that is from bags (which aren't in yet), and the rest is from feats (primarily Commoner) and upgrades.

So, your basic minimum is equivalent to a really strong character in tabletop, and it goes up pretty dramatically from there.

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All the implements got set to arbitrarily high Encumbrance values as placeholders and I didn't notice until this week. They should only weigh half an Encumbrance with the next patch, instead of the 3-5 they're set to in the current live build.

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Bluddwolf wrote:

On a side note, I may be using descriptions of gear in a different and potentially inaccurate manner.

I view the number of Key Words available to an item as a tier.

Just skimming this thread, but it sounds like you're partly having a semantics fight. Tier is a completely different thing than plus/upgrade. Tier 2 is not the same as +2. Each of the three Tiers has the full range of pluses from +0 to +5. Going up a Tier is similar to getting another +4 worth of upgrade (and +50 attack or defense): it makes a really big difference. Going up by +1 or +2 makes a much smaller difference.

Having more players will certainly make a big difference in how a fight goes when everyone is in the same Tier, even if the smaller side has a higher upgrade within that Tier. A full Tier higher on the smaller side should start to compensate somewhat for numbers.

But I don't think we've ever said that swarms of newbs will be ineffectual, even against maxed out characters. They may need to use starter energy damage attacks if the target is almost immune to their physical damage and vice versa, their effects will be mostly negligible, and they'll drop fast if the maxed out guy targets them, but they should be able to accomplish something in a way they totally couldn't in a traditional MMO with a level 1 to max level disparity.

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We got a feature that (as far as I know) is in the next build : beneficial actions default to target you (and ignore range) if you have nothing or an enemy targeted. So the tokens, potions, and even targeted heals/buffs should be usable on yourself when you have an enemy (even at range) or nothing targeted. It will still probably cause an out of range error if you have an ally targeted at greater than melee range and try to use a self buff, but it should handle most other situations (and that situation will be fixed when we get the effect to make actions not require or even look for a target - think self buffs and point blank AoEs).

It also looks like the bugs with healing have been reported fixed in the next build.

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Deleting items from inventory will be in before encumbrance is turned on (I think it'll be in the next build).

However, getting crafted items to drop into your bank instead of your inventory turned out to be harder, so I don't know how far it will lag behind encumbrance. You may want to hang out near the bank if you have something heavy about to exit the queue.

Direct-to-inventory drops from defeated creatures is working as designed (except for not having notifications). It serves several purposes including assuring a fair and personal distribution of loot, simplifying the PvE process, and preventing a bunch of half-looted corpses from tying resources up. Other than the (pretty rare) salvage items, creature drops have very little encumbrance, so the kills in between your opportunities to take a break and trade/destroy shouldn't make a big difference in your mobility.

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For crafting, default = common. For refining, it's an arbitrary relationship between default and common. This is to make sure there are enough commons at lower level (since if all default refining was common, you'd never be able to get a common achievement past +0).

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Streak is, as noted, a line AoE up to the range of the attack. The spear attack is a melee streak, so it will hit multiple targets if they're in a line and really close together. Basically, stabbing so hard it goes all the way through people and stabs the people behind them. Like a boss.

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The goal is to get every role possible to the point that it has a primary ability score (that has to be kept very high) and a secondary ability score (that needs to be raised, but not nearly as high as the primary). Most roles will have an OR choice between one or both of those ability scores as it makes sense. For example, Fighters will be able to choose to focus on Strength for a melee build or Dexterity for an archery build, but will always want Constitution as a secondary (for HP and Fort). Meanwhile, Rogues will always want a high Dexterity (because all of their favored combat and skill options are Dex-based), but will (once we have Bluff working in a meaningful way) get to choose between Wisdom and Personality as secondaries.

The ability score requirement is a soft gate. One of its purposes is to keep players from climbing like a laser to high level (was that metaphor too mixed? Do lasers climb? I dunno.). Through the dark art of feat pricing, sometimes there are cost differences in what's "essential" for a level of a role. For example, we don't require you to buy any specific weapon attacks for Fighter. But you totally need to buy weapon attacks to be a Fighter. A Str or Dex ability gate is a way of saying "you should buy a bunch of attacks for a variety of weapons to really get what you need to be considered a Fighter" without having an exhaustive OR list of possibilities for advancement, and which also allows for "If you want to just buy a couple of weapons and also pick up a few skills, that's cool too, follow your bliss." But either way, it keeps you from rocketing up the levels because you're ignoring all the important but non-required stuff that makes your math work basically the same as all the other roles.

Your ability to progress a "clean" build will continue to get better as more feats get developed. But it's not intended to be so clean that you can just take the bare minimum, but more "I am a Fighter. I only have stuff useful as a Fighter. But that still means I'm good at several weapons and armors."

And, obviously, as in all things, we need better in-game guidance on what to do (which we're working on).

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We want you to be able to save builds and reapply them with a simple selection. Guild Wars 1 offered this and it was very useful. No idea on where getting that will fit in the grand feature plan, so it could be a while.

We do not want you to be able to make changes during combat, as choosing your fights based on your current capabilities and the perceived capabilities of your targets is a major part of combat strategy.

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Battle Focus - Focus
Battleaxe - One-Handed Axe
Buckler - Shield
Charged Staff - Mage Staff
Charged Wand - Mage Wand
Club - One-Handed Blunt
Dagger - Light Knife
Diminishing Staff - Mage Staff
Diminishing Wand - Mage Wand
Elemental Focus - Focus
Greatclub - Two-Handed Blunt
Greatsword - Two-Handed Sword
Heavy Shield - Shield
Light Hammer - One-Handed Blunt
Light Mace - One-Handed Blunt
Light Shield - Shield
Longbow - Longbow
Longsword - One-Handed Sword
Occult Focus - Focus
Psychic Staff - Mage Staff
Psychic Wand - Mage Wand
Quickening Staff - Mage Staff
Quickening Wand - Mage Wand
Rapier - One-Handed Fencing
Short Sword - One-Handed Fencing
Shortbow - Shortbow
Somatic Staff - Mage Staff
Somatic Wand - Mage Wand
Spear - Piercing Polearm
Trident - Piercing Polearm

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T7V Avari wrote:

@ Stephen

Thought you should know there is a bug that erases the second weapon when you swap it out soemtimes. I've lost a dagger and a short sword already. Makes it a bit tough to experiment with this properly.

Rob says that's probably fixed in the next build. He says it sounds like a subset of a bigger weapon swapping bug that just got fixed. If you continue to see it after the next patch, please let us know.

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I can create conditionals based on stacking debuffs, but I can't currently discriminate them based on stack size (e.g., if I made a "if target is Bleeding" conditional, it will work if the target has Bleeding 1 or Bleeding 100). It's not something I've done for feats in the game, as it's easy to put a small stack of an effect on someone so it would just be a minor combo counter rather than an actual cost break. I'm experimenting with a Sarenrae faction attack called "Fan the Flames" that adds more Burning if the target is Burning, but that may change in function by the time it makes it into game. I'd like to eventually get a threshold system in (e.g., "If target is Bleeding 50") before it seems like a really viable method of setting conditionals.

Additionally, we do try to limit the things that are used as conditionals to the states as much as possible, particularly for general attacks, as too many things to keep track of may be confusing. There are a handful that are explicitly meant to be attack-chain-style combos (like Wrathful Strike benefiting from following Wrath Guard). Likely non-General attacks have some more leeway to get weird conditionals that require some setup, because players training those attacks have hopefully figured out the system by then.

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Tyncale wrote:
Does every auctionhouse list *all* auctions that have been submitted globally? Sorry if this has been stated elsewhere already.

They're local. But you get to see everything for the purposes of buy order and checking prices (once both buy orders and checking prices are in).

Quote:
If the above is true, does "Silver Shortsword +2 +1" mean that there is at least one of those swords for sale somewhere? I have seen both "Silver Shortsword +2" and "Silver Shortsword +2 +1" listed together so confused about that too.

There are still some problems with the display of upgrade values for certain things. Next build, we should be fixing that T1 only shows +0 and +1, T2 only shows +2 and +3, and T3 only shows +4 and +5. But the double plus is new to me, so please bug examples you see like that.

Quote:
If so, will we be able to see in which town that sword is sold, in the future?

We're hoping to have a system to show you at least abstracted global pricing data, since otherwise it'd just wind up on a third party site somewhere, but I don't think we have that scoped well enough to have an ETA.

Quote:
Will we be able to see the name of the seller at some point?

The plan is to treat most things like commodities. Showing seller name may introduce favoritism into the flow of the market.

Quote:
Is it true that the "minimum price" for a listing can be either lower or *higher* then the initial listingprice of an item? If so, what is the idea behind this?

I think if you set it higher it just defaults to 1. You can also attempt to sell things for letter values and negative numbers, but at least those error out. We probably need to get the input box to be more diligent in enforcing what the server's actually looking for.

Quote:
Will we be able to do Buy orders at some point?

Yep.

Quote:
Currently my listings are keeping the same price: is the gradual decrease or increase of the price not implemented yet?

It decreases from max listing to min listing over the course of 48 hours, and rechecks whether the price should diminish once every approximately two and a half minutes. If you had a small difference in your start and end price, it may take a while before you notice it going down. (The 48 hours will eventually be adjustable.)

Quote:
Will we be able to use more advanced parameters for the search function, so that we only get to see items that both have +2 and the word "sword" in the description, but not necessarily in that order? That would go a long way to do specific searches. The tabs already help a lot but some lists are still very, very long. Also, with better search parameters you could avoid the tabs and go straight to what you are looking for.

Yeah, the search algorithm is very much an MVP choice. We'll improve it over time.

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Tier 1 items start at quality 0-60 and approach 100 as you upgrade to +5.
Tier 2 items start at quality 70-130 and approach 200 as you upgrade to +5.
Tier 3 items start at quality 140-200 and approach 300 as you upgrade to +5.

Quality
0-40 is gray
41-80 is white
81-120 is green
121-160 is blue
161-200 is purple
201-240 is red
241-280 is orange
281-300 is gold

Non-crafted items have arbitrary qualities assigned within their tier, roughly based on how common they are (though I'm not sure those are accurate anymore and they might be due a revision).

So it's essentially a way to get a quick visual impression of how good something is.

Bloodline effigies are for Sorcerers, which are not implemented yet.

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There's no benefit currently to making a +4 or +5 for weapons or armor. They'll eventually get optional keywords at those pluses. There's no benefit currently to making misc gear (belts, boots, etc.) at more than +0. They're waiting on the enchanting system to improve beyond their base keyword. Implements and Consumables should scale based on high pluses, even up to +5.

However, +4 and +5 refined components are useful even if you're not trying to make a full +4 or better weapon or armor, since they let you mix in some +2s (maybe less if you have enough) and still get a +3 total result.

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Nightdrifter wrote:
Stephen: what determines the tier/roll used?

Turns out that it is, indeed, the implement. Makes continuing to use lower level expendables still somewhat viable at higher level; they don't keep up on keywords, but they're at least not going to massively miss all the time.

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Huh... thought I put the miscellaneous gear on the wiki sheets, but I apparently did not. I'll try to get that done sometime soon.

Implements pretty much only have three numbers of note:
* The max expendable level (can't be improved)
* The base total number of levels (at +0)
* The extra total levels gained per plus

So, for example (and this is close but not exact because I don't have my numbers in front of me), an implement might have max level 3, base total levels 6, extra total levels per plus 2.

No matter how much you upgrade it, you can't put a level 4 or better expendable on it, because it can only hold up to level 3.

If you make it at +0, you could put two level 3 expendables on it (which totals up to 6 levels), or a level 3, a level 2, and a level 1 (which also totals up to 6 levels). You could even put six level 1s on it if you wanted.

If you made it at +2, it would get 4 additional total levels (2 per plus), so it could hold 10 total levels. That gets you up to three level 3 expendables and a level 1, or some other combination of up to six expendables with levels totaling up to 10.

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We can turn on a system that basically says "while this window is open, all characters are given XP on creation as if they were made at the beginning of the window." If the system is turned off, subsequently made characters start at the regular starting XP.

If you make a character within the window, you'll start with as much XP as everyone else that made their characters in the window; those that made their characters earlier got the XP over time, and you get it up front (immediately catching up).

The plan, as I understand it, is to turn this on at the beginning of EE and leave it running for a reasonable period of time (at least a day, probably several) for people to get in and make characters without feeling an unreasonable amount of time pressure. This means that if you aren't able to jump online the instant (or even the day) the servers start up, you will not have less XP than people who had access the same day as you but were lucky enough to get in earlier/didn't have something preventing them from logging in quickly after release.

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Nihimon wrote:
Stephen Cheney wrote:
I should be getting tech to create more nuance over what stacks soonish (it's currently low priority, but fairly easy to program), so I'm presently in the planning stages of trying to assign channels such that things that should reasonably stack will (and those that shouldn't, continue not to).
Does that mean the fix to let Elven Racial Benefit's Arcane Attack Bonus stack with purchased Arcane Attack Bonus is low priority? I thought this was all related.

Got enough of the the rudiments of the tech in to make racials their own thing and fix the big bug now. Expanding those rudiments into a fully customizable system was more effort that wasn't directly relevant to fixing the bug, so it's a feature that has to go up against other feature implementation priorities.

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Say you've been hit with a bunch of controls this fight, and you're up to Freedom 40. Someone hits you with yet another attack with a Stun. The attack roll succeeds by 5 (so it's a full hit with a chance of crit). However, the Stun effect of the attack is treated as if it missed by 35 (because your defense is effectively 40 higher vs. the Stun).

Missing by 35 translates to about 63% of the normal effect (100% - (square root of 35 x 6.3%)). So if it was a 2 second Stun, it would only wind up lasting 1.26 seconds or so. In addition, most major control effects include a step-down once it's reduced by a certain amount (so you're not, say, stunning someone for a tiny fraction of a second but still enough to interrupt them). Stun gets stepped down to Immobilize past a 30% reduction, so you're actually taking a 1.26 second Immobilize.

Practically, that should mean in an otherwise even fight, after the first couple of crowd controls they're very likely to be stepped down and not effective for a while.

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