Lemkii Twins
Goblin Squad Member
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Where is a list/breakdown of XP per rank for all the types of feats? So far I have noticed the following groups:
* HP, Power
* Crafting, Refining
* Resource gathering
* Attack Feats
* Armor Feats
* Class Features
* Knowledge Skills
* Attack Bonus
* Save Bonus
I think there are more, but I can't think of them.
Jakaal
Goblin Squad Member
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More specifically the one I think you would want to look at for your requested info is Sspitfire's Feat Advancement Tables
Edit; BAH! I failed at linking directly to the sheet in question.
Maybe this time? Sspitfire's Feat Advancement Tables
| sspitfire1 |
tinyurl.com/PFOguide2 has a wealth of information on feat training, as well. I will get the rest of the Feat Training section done this week, I promise!
| sspitfire1 |
Once Nightdrifter updates her training calculator, that'll probably be the tool y you want to use for this sort of thing.
Not everyone has or wants to have Python. Laziness is my main reason for not trying to get into Nightdrifter's program, personally.
My guide won't have all the tables reprinted in them; but it will have one way for going about planning your character out.
KarlBob
Goblin Squad Member
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I have already gone over your Guide and it was very helpful. It is great for figuring out the first week or so, but now I want to make my 1, 3, 6 and 12 month plans :)
Once you do include the extra tables that will be fantastic.
Within 12 months, I suspect that a number of brand new feats will be introduced, and some of the existing feats will see significant changes from their current state (ammunition and charges being a prime example). A 12 month plan should probably include a whole lot of flexibility.
Lemkii Twins
Goblin Squad Member
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Lemkii Twins wrote:Within 12 months, I suspect that a number of brand new feats will be introduced, and some of the existing feats will see significant changes from their current state (ammunition and charges being a prime example). A 12 month plan should probably include a whole lot of flexibility.I have already gone over your Guide and it was very helpful. It is great for figuring out the first week or so, but now I want to make my 1, 3, 6 and 12 month plans :)
Once you do include the extra tables that will be fantastic.
To be fair, anything past a month is mostly setting upper bounds. There are a lot of features that still need to be implemented. But those feature will most like utilize on of the current XP progressions.
And there is still flexibility in "good enough." Sure the dedicated crafters are already able to craft T2 items. But those of us dabble, is that really a loss? Or if I am only level 4 in a few class roles, am I still useful in group content?
In EVE, level 4 in a skill was good enough. The extra bonus you got from level 5 was normally marginal for the time invested. You would get level 5 either for pre-reqs for better gear/skills, or just to be that much better (my production goes to 11!)
Lemkii Twins
Goblin Squad Member
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No one can craft T2 yet. Right now dedicated crafters are L5, and saving points for L6.
Pure gatherers can gather T2 mats right now. Perhaps that is what you were thinking of?
That may be it. I have heard of a few T2 recipes being found, but they won't really be out in circulation for a while I take it. Given the current economy I don't expect the early dedicated crafters holding too much of an edge in the long run. Also I would assume that pure dedicated crafters have decent support/supply chains in place that is its own advantage.
But if I take twice as long to master a craft, in the end we both create the same items.
Nihimon
Goblin Squad Member
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No one can craft T2 yet. Right now dedicated crafters are L5, and saving points for L6.
Pure gatherers can gather T2 mats right now. Perhaps that is what you were thinking of?
Yep, truly dedicated Crafters/Refiners will have the XP to buy Rank 6 tomorrow shortly after server downtime.
They'll be able to buy Rank 7 (Tier 2) a little before server downtime on the 22nd.
Illililili
Goblin Squad Member
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Illililili wrote:No one can craft T2 yet. Right now dedicated crafters are L5, and saving points for L6.
Pure gatherers can gather T2 mats right now. Perhaps that is what you were thinking of?
Yep, truly dedicated Crafters/Refiners will have the XP to buy Rank 6 tomorrow shortly after server downtime.
They'll be able to buy Rank 7 (Tier 2) a little before server downtime on the 22nd.
All but those of us who created our DT before the xp backdating fix was put in. We will be hours behind... forever.
Or until this is fixed.
When is this going to be fixed?
| sspitfire1 |
tinyurl.com/PFOguide2 has a wealth of information on feat training, as well. I will get the rest of the Feat Training section done this week, I promise!
Updated this. Go to page 50 or so to read up on one way to go about dealing with ability score increases.
Nightdrifter
Goblin Squad Member
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sspitfire1 wrote:tinyurl.com/PFOguide2 has a wealth of information on feat training, as well. I will get the rest of the Feat Training section done this week, I promise!Updated this. Go to page 50 or so to read up on one way to go about dealing with ability score increases.
Almost done (I think), but have a gaming session tonight so will be several hours at least.
Neadenil Edam
Goblin Squad Member
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Illililili wrote:No one can craft T2 yet. Right now dedicated crafters are L5, and saving points for L6.
Pure gatherers can gather T2 mats right now. Perhaps that is what you were thinking of?
Yep, truly dedicated Crafters/Refiners will have the XP to buy Rank 6 tomorrow shortly after server downtime.
They'll be able to buy Rank 7 (Tier 2) a little before server downtime on the 22nd.
Followed by the Rank 8 ability gateway at which point people who cross crafted or trained relevant ability increasing combat skills may well catchup.
Getting to rank 7 in a hurry requires a narrow and limited early character and is not necessarily any guarantee of maintaining that lead.
| sspitfire1 |
Sspitfire, adding columns which display XP cost per attribute point and cumulative of same to your tables would be very helpful
Guurzak, I will not do that unless you demonstrate how it has directly helped you in planning. I've looked at those numbers before and find them rather meaningless. All of the feat trees follow roughly the same pattern: They start at between 20 and 60 (adjusted) Ability Points per Exp Point at level 1 (when you only get a bonus of 0.004) and taper off to 7-11 Ability Points per Exp- when you are also getting upwards of a full ability point for the final rank!
Basically, Features and Crafting/Refining/Profession skills are the best bang for the buck.
Tuoweit
Goblin Squad Member
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Let's say all your appropriate features are rank 4 and you want more of that stat. It's more efficient to train unwanted armor skills to 3 than to take a 5th rank of an unwanted feature, but you have no way to know that looking at your tables without doing more math.
I have an extremely raw spreadsheet that does these calculations (finds the "xp per attribute point" of every level of every skill), if it really interests you. The numbers, however, are not very user-friendly (not to mention subject to rounding errors due to lack of precision in the source data) and it probably needs some added context to be able to make sense of it at a glance - it doesn't even show you *which* attribute(s) are being gained. Maybe cumulative (from level 1) totals of xp spent and attribute points gained? But that wouldn't easily help you in answering "is raising skill X from 5 to 6 better than raising skill Y from 2 to 4".
TL;DR The data is there, figuring out a reasonable way to present it that is useful for decision-making is stumping me.
Nightdrifter
Goblin Squad Member
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This feature has been in my calculators for quite some time. See public info for instructions on installing them.
Nihimon
Goblin Squad Member
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Let's say all your appropriate features are rank 4 and you want more of that stat. It's more efficient to train unwanted armor skills to 3 than to take a 5th rank of an unwanted feature, but you have no way to know that looking at your tables without doing more math.
The real question to me is whether it's always more efficient to get the best bang for your buck right now, or if there are hidden efficiencies where buying something that is less efficient than other options right now will open up something that is so much more efficient later that this alternate path is more efficient on net.
Lemkii Twins
Goblin Squad Member
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I feel that the attribute gating is very artificial. It is put in place in order to slow you down and diversify.
At least with achievement points they make sense as they gate higher levels of what they do. And I have not found them limiting though the natural order of playing the game, most of the time.
Also Attribute points don't do anything except gate advancement. They seem to be there since we have those stats in the PFRPG (well PER instead of CHA.)