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All posts created by Bob

Bob
NightmareSr
I think someone complained about the Moloch's being stingy with the enchanted drops, and I probably didn't pay close attention. However now that I have done a lot of escalations over the holidays and since, it does seem like the Molochs drop far less enchanted salvage than other escalations. All the escalations have a range to them but I am wondering if their is a bit of a bug with the Moloch's salvage?

Some escalations are stingier than others, and Molochs are on the low end, though they aren't actually the stingiest ones. The chances for each escalation to include enchanting salvage in their loot are intended to provide some balance between the demand for their particular salvage items, the likelihood of running into one of those escalations, and the overall difficulty of the escalation. The Molochs just happen to get the short end of the stick on that calculation, but at least they're pretty easy to find when you do want some of their salvage items.

NightmareSr
Also if an escalation is worked by one player or by a party is there a difference in the loot drops? Just curious if it is more beneficial to work alone vs with a party vs a full party.

There's not as much of an advantage to partying up as there is for event loot, where every party member gets a full drop, but each party member does add 5% to the total amount likely to drop for the party as a whole, which is true for all the standard loot drops. Of course, that loot gets divvied up, so the real question is how much faster you're killing the same total value of enemies in a party vs as an individual. If you kill 1 average Moloch per minute by yourself, and 3 or more average Molochs per minute in a party of 3, then your personal earnings during 30 minutes of play should be better in the party of 3. Likewise, if the best you can tackle on your own is killing 1 average ogre per minute, but 3 of you can kill 1 or more average dark elves per minute, then you're personal earnings will be similarly better in the group focusing on duergar.

However, if you're fighting goblins, and you have an AoE attack with which you can pretty much take out every large goblin encounter in 1-2 attacks, then partnering up and still taking on goblins probably won't speed your kills up enough to balance out the sharing aspect, at least on a personal level. Overall, your party of 3 will likely get more total loot than an individual would during the same period of time, between the 10% bonus (2 x 5%)and some small speedup in kills, but each party member would probably personally get less loot than they would on their own in the same period of time. And if partying up actually slows you down, like if it makes it harder to apply your AoE attacks because the mobs get all spread out, then the party would probably wind up worse off overall.

Ultimately, it's all about figuring out where the sweet spot is for your specific party. If your party feels like overkill for the enemies you're tackling, then you could benefit from splitting up or finding a tougher escalation. If your party has to retreat regularly or spends a lot of time looking for encounters it can handle, then more party members would probably pay off, as would finding a slightly easier escalation.
Bob
Flari-Merchant
In general, as an overall average, would you say that the monster homehexes have a bit less enchanting mats in them than the regular escalation hexes? Not counting enchanting salvage mats.

I wasn't differentiating between standard monster hexes and home hexes when distributing the enchanting mats, so they should be pretty similar.
Bob
We're planning to eventually do something where you can put related scraps of paper together into a book, and that book has an interesting use. We can't really do so with the current systems, at least not in a non-convoluted way, so it will have to wait until we can schedule some time to design and implement something.
Bob
NightmareSr
Flari-Merchant
Somewhere Bob posted what gather rank would be needed to get some of the more advanced enchant mats. Could anyone link or point me to that?
plz?
I thought it would be in the release notes https://goblinworks.com/forum/topic/5714/ but didn't see it.
It is 3 above each tier to get that tier's enchanting mats from nodes though so…
level 3 (or 4?) for T1 enchanting mats
level 10 for T2 enchanting mats
level 17 for T3 enchanting mats
At least that is how I understand it. The salvage drop based on the tier of the mobs smile

Those numbers are correct. I'll add a comment about that to the Release Notes blog post.
Bob
Father Bronin
Would it be possible to move the slips of paper from Crafting to Misc tab? Also recipes could be moved to another tab to free up space.

We might be able to do something with those pretty easily to get them out of the especially overcrowded Crafting tab. The Misc tab is a little weird, because it's kind of there just to catch anything that wasn't properly categorized, so ideally there's nothing there and anything that winds up there gets noticed and fixed. We could potentially repurpose it, or give it subcategories, or do something else. I'll file a feature request to look into it and if there's something simple and appropriate, we might be able to do it pretty quickly.
Bob
Smitty
Bob
malmuerta
A question on the boot enchantment Hasting - spellcraft (13)

Hasted ([6 + (ItemPlus * 3)] Seconds) to Self if Target is Hasted, Quickened ([6 + (ItemPlus * 3)] Seconds) to Self if Target is Quickened

Who is the target in this scenario? If the wearer of the boots uses a haste token or spell, the boots increase the duration, or if you attack a foe that is hasted, or quickened (with what a kick from the boots?) you get boost?

It's basically a reactive for all of your attacks. So if you stab/shoot/bludgeon a target that's hasted or quickened, then you'll get hasted or quickened in turn.

What about buff or heal a target that is hasted ?

I'm not 100% positive what would happen in those cases. It very well might work, but we may have exempted beneficial feats when calculating reactives. These things get complicated fast.
Bob
Flari-Merchant
I figured that they must be somewhat spreadout as I am finding wererat blood in mining nodes! :p

Got some clumsy lycanthropes in the area, always tripping and bleeding all over the rocks.

Flari-Merchant
Was really looking which gather skill would be best to advance. smile

I certainly wasn't intending to make any particular gathering skills better than others, but there's a high likelihood that some are better than others in a rough overall sense. Hopefully none of them are incredibly better than any others. However, what's best for you personally can depend on which mats are available in the hexes nearest you, on which enchantments are most useful to you and your company, or various other factors. When you have specific goals in mind and specific locations that are easier to access, you could definitely find that some choices are significantly better than others.
Bob
Flari-Merchant
Question on enchanting mats: Are there an equal number of T3 mats for every type (mining, forestry, essence, scavenger)?

I wasn't shooting for pure equality (hard to do anyway because mining and scavenger cross over a bit), but I did try to make sure that each skill had a reasonable variety at each tier and was needed for multiple enchantment types.

We've always worked off a design/economic assumption that if skill X is at one point more profitable than skill Y, then more players would focus on X than Y, driving prices down for X's product and up for Y's product. That rebalances everything dynamically based on the actual demand for things instead of depending on our guesses at future demand. As such, we try to ensure that every item or skill has a reasonable inherent base value, then let the chips fall where they may.
Bob
malmuerta
A question on the boot enchantment Hasting - spellcraft (13)

Hasted ([6 + (ItemPlus * 3)] Seconds) to Self if Target is Hasted, Quickened ([6 + (ItemPlus * 3)] Seconds) to Self if Target is Quickened

Who is the target in this scenario? If the wearer of the boots uses a haste token or spell, the boots increase the duration, or if you attack a foe that is hasted, or quickened (with what a kick from the boots?) you get boost?

It's basically a reactive for all of your attacks. So if you stab/shoot/bludgeon a target that's hasted or quickened, then you'll get hasted or quickened in turn.
Bob
The longer answer here is that the game balance is partially built around treating different types of damage as belonging to different tiers, with Holy and Force damage treated as basically T3. For that reason, the T3 enchantments are where you're able to add additional damage of those types to your weapons and additional resistance from those types to your armor.

This extends to the way attacks are balanced, with Holy and Force damage costing the most, so attacks that apply them tend to apply lower base damage numbers. However, that's balanced out by the expectation that most targets aren't likely to have decent defenses against that kind of damage, where they may have pretty good defenses against other types of damage. The end result can actually be higher damage numbers than you'd do with other attacks. It all depends on your target's specific defenses.

The keyword issue is a little different, particularly where Anarchic is provided by a T2 attack feat but can only be equipped with a T3 weapon. I've added a bug report to think about that a bit more, but it's also the case that the sanctified attacks are designed to be a bit overpowered, and to eventually be a bit harder to train and support. There are also generally supposed to be enough variables involved with complicated feats like those to make side-by-side comparisons of one specific aspect less meaningful, but some of those require a larger economy before they're really noticeable.