Schedim has a thinking hat ...


Pathfinder Online

Goblin Squad Member

... or at least a Stocking Cap+2

I made it because I could, but it got me thinking a bit (yehayhea, it is not healthy and I do it to much).

But anyway, what is the plan for this kind of gear, I relly like the concept, but without the graphics to go with it, it is really just a waste of resources right now.

My Stocking Cap, for instance, adds the keyword Vehement for utilities, I guess that is our famous Gloves and Boots. What will the effect of this keyword lead to (in the future, AFIK nothing is implemented yet).

There is all these small intricate details that draws me to PFO, but my poor brain want to have something to chew on.

And I guess some of the keywords on stuff are more or less placeholders as they are quite few and repetitive...

BTW I think attacks names should change to confirm with weapon numericals.

Goblinworks Game Designer

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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.

Goblin Squad Member

Have to create one of each of the misc clothing I have to test them and look for glove and boot stuff that match!

It is what I love with this system, there are potential squirrelled away in nooks and crannies.

So the plan is that utilities may be used for other thing than combat? Such as a dark hood add to Sneaky stuff, and supple gloves to Crafting?

Goblin Squad Member

BTW adding just one per plus strikes me as a bit low when considering the increased refining cost for the material, but perhaps I dont fully understand the efffect of the added keywords on utilities.

Goblin Squad Member

The implication is not only that not all things have found expression yet, but many undiscovered things await. ;)

Goblin Squad Member

Schedim wrote:
BTW adding just one per plus strikes me as a bit low when considering the increased refining cost for the material...

Sounds like a classic implementation of diminishing returns; having each plus cost more than the one before it. Diminishing return sequences can get expensive fast - and we make decisions about how much we value the benefits.

Goblin Squad Member

I have absolutely nothing against dimishing return, but a +1 on top of 7 on a scale of 200? That isn't dimishing return, it start as dimished and enters nano scale ... :-)

Goblin Squad Member

Stephen Cheney wrote:
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).

This may be perfectly reasonable. I assume that the skill bonus enchantment isn't free: any enchantment has material costs of its own. I also assume that while the quality of the item has some minor effect, the majority of the effect is from the enchantment itself.

Note that Stephen is using a Tier 1 enchantment in his example. It's a low end enchantment and doesn't needed toshouldn't be a huge increase on the scale of 1-200 or 1-300. It's still 7 points, plus 1-5 for the quality of the item: item quality may still be over 40% of the resulting bonus.

Goblinworks Game Designer

Schedim wrote:
So the plan is that utilities may be used for other thing than combat? Such as a dark hood add to Sneaky stuff, and supple gloves to Crafting?

I don't know how you inferred that from what I said.

Quote:
I have absolutely nothing against dimishing return, but a +1 on top of 7 on a scale of 200? That isn't dimishing return, it start as dimished and enters nano scale ... :-)

It's a scale of 300. And by the time you're trying to scrape out 100 points of miscellaneous bonuses to get from the 200 at max ranks to the 300 possible, Tier 1 stuff may be cheap enough to you that it's worth it. (Higher Tier enchantments add more per +.)

In general, stackable bonuses should have escalating costs. Changing +7 to +12 may look like an extreme expense to not even double a small bonus, but if that's five points of skill you can't get anywhere else (or which allows you to slot a different feat and still cap your skill), it's an interesting tradeoff.

Goblin Squad Member

Stephen Cheney wrote:

I don't know how you inferred that from what I said.

It was poor wording on my behalf, it was ment as a question and not a statement.

Scarab Sages Goblin Squad Member

Stephen Cheney wrote:
Schedim wrote:
So the plan is that utilities may be used for other thing than combat? Such as a dark hood add to Sneaky stuff, and supple gloves to Crafting?
I don't know how you inferred that from what I said.

My guess is this passage:

Stephen Cheney wrote:
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).

Your use of the word "skill" here instead of "feat" suggests that some utilities might enhance non-combat skills, as opposed to combat feats/attacks.

Goblin Squad Member

I read that to say that Gear can give bonuses to Skills. I don't see anything to suggest Utilities play a part in that.

Goblin Squad Member

@KarlBob: Utilities are a small set of (combat) feats that go in quickslots 7 & 8. Charge, Bull Rush, Lookout, Evasion, etc. The keywords on miscellaneous gear are used for utilities.

Miscellaneous gear can also be enchanted to boost (non-combat) skills. Utilities are not the same thing as enchantments, nor are they the same thing as miscellaneous gear.

Scarab Sages Goblin Squad Member

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Urman wrote:

@KarlBob: Utilities are a small set of (combat) feats that go in quickslots 7 & 8. Charge, Bull Rush, Lookout, Evasion, etc. The keywords on miscellaneous gear are used for utilities.

Miscellaneous gear can also be enchanted to boost (non-combat) skills. Utilities are not the same thing as enchantments, nor are they the same thing as miscellaneous gear.

Thanks. I needed a refresher on the vocabulary.

Let's look at this part again:

Schedim wrote:
So the plan is that utilities may be used for other thing than combat? Such as a dark hood add to Sneaky stuff, and supple gloves to Crafting?

In correct terminology, it would read "So the plan is that miscellaneous gear may be used for other thing than combat? Such as a dark hood add to Sneaky stuff, and supple gloves to Crafting?". The answer to this question appears to be Yes.

Goblinworks Executive Founder

I saw it as a plan that enchanted miscellaneous gear might be used for something possibly in addition to combat.

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