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All posts created by Bob

Bob
You are a Troll
And since they drop what, .1% of the time (or less?) you are talking 24,000 bosses on average? So approximately 21 boss kills per day for three straight years?

It depends on the boss. For the toughest ones, the odds are closer to 10%, plus you've got a similar chance of picking one up over the course of getting to the boss. Been a long time since I ran all the numbers, so I forget the exact odds, but generally speaking a party of 6 that runs through a complete to-end escalation is very likely to have 1-2 party members get at least one stone. Players who focus on such escalations can obtain stones at a fairly decent rate, assuming they don't have a streak of bad luck.

On the other hand, the odds do drop off pretty quickly as the escalations get easier. That's to make sure high-end characters still prefer high-end escalations. Still, it's possible they drop off more quickly than necessary, so I'll take a look and see if that needs more adjustment.
Bob
NightmareSr
@Bob, thanks for the explanation and I am still wrapping my head around how strong some of the "veteran players" are, since I am still Tier 1. I shot a boss (Druid, nature's wrath) last night and I swear he laughed at my arrow right before I died.

Yeah, bosses have 5 times the hit points of similarly powerful mobs, so they tend to shrug off damage pretty well.

NightmareSr
Makes sense that these drop on Bosses actually since it is a more an "end game" (veteran) equipment addition.

They do also drop for any progress on a regular escalation event, just at very low odds.
Bob
We've got a bug report filed to mark obsolete achievements and hide them from characters who haven't already earned them. I suppose in the short-run I could just add a comment to their descriptions, which would probably still be useful info for those who've already gotten them so that they don't advise others to try for them.
Bob
NightmareSr
Haven't even been playing a month yet smile but for what it is worth, a lot of things are hard to learn and find the notes. Aeon Stones were just something I saw on the paper doll. I am sure there are plans for refining the tutorials and beginning player experience before OE so haven't been too worried yet and just learning as I go.

Exactly correct. Our plan was to focus on getting everything completed and balanced during the first part of Early Enrollment, with minimal documentation/tutorials, then write up more final documentation/tutorials once everything has settled down. That way we'd avoid constantly rewriting things while the game is in flux, adding a whole other layer of work.

NightmareSr
If I read the recipes correctly then it takes between 120 and 280 of the crafted stones to get one of these Unicorn Stones equipped? and the lowest @ 120 is a combo of 2 little stones, so they are really 240 stones? Plus the lowest is listed at tier 2?

You're basically correct, the cheapest three Superior Stones require a total of 120 of the simplest Basic Stones (Sapphire/Ruby/Emerald), which make up most of the drops, and you'd need 240 such drops to make the more expensive Superior Stones. Bosses actually have a small chance of dropping the combined Basic Stones (Topaz/Turquoise/Amethyst), so those effectively count as 2 drops in one, since you can either leave them combined or separate them into 2 of the simpler stones.

NightmareSr
If I have this all correct, then why are they "very rare Boss drops", even if they dropped for every single Boss it would still take a minimum of 240 bosses to get enough to craft and equip?

You'd be amazed how many bosses some players kill on a regular basis.

NightmareSr
I also was sort of shocked that there weren't any sort of "loyalty" or "Login" rewards. Any game I have played in the last few years has had some sort of daily reward when you log in.

That's something we've always intended to add, it just hasn't hit the top of the priority list.
Bob
You are a Troll
So the fact that you need 250 of them to make a Superior Stone is part of the original design goal and was to go along with the 1 per month, or was created later as part of the very very very very rare boss drop implementation? If the latter, did you have any idea when designing the system how long a *reasonable amount of time* was for someone to accumulate enough stones to craft a superior one?

Those numbers were actually set when only one stone would be dropped per month, so it was intended to take a very long time to get a Superior Stone. We were also originally planning on tracking each account's Veteran status, and then checking that as a prerequisite for equipping the more advanced stones, to really make those only for long-term veterans.

With the current drop numbers, the drop rate can be much higher than one per month, but it really depends on how much time you spend clearing escalations (specifically events, since they're the only source of stones, and boss events have particularly high odds), how tough those escalations are (chances increase dramatically for tougher escalations), how quickly you clear them (more rolls of the dice), and how big your parties are (each party member gets a full chance every event drop, so a 6-member party has 6 times the chances of getting a stone).

Also, the prerequisites are no purely based on Ability scores, meaning you can equip advanced stones much sooner than originally intended. Overall, regular players should be able to acquire and equip Superior Stones much earlier with this change, compared to if we'd completed something closer to the original design.

You are a Troll
I understand the explanation for the switch, but to say *hey, here's a veteran reward* and then to end it before it even really got started and replace it with nothing is kinda lame.

We prefer to think of it as replacing Aeon Stone Veteran Rewards with Aeon Stone Rare Boss Drops, but we get your point and would have liked to finish off some kind of veteran rewards system. However, it was simply too low on the priority list for us to get to anytime soon with our limited resources. Better to convert Aeon Stones into a different kind of thing, but at least a relatively complete thing, and then reconsider the issue when we're actually in a position to do the work involved.
Bob
Bringslite
@ Bob

Not sure if this silly question has been asked yet, but are "enchantments" going to be hampered by "channel" restrictions or are they planned to be stackable in the majority of cases?

Oh also will they stack with all things like spells, expendables, tokens, potions, feats, etc… ?

A new Enchanted channel is being added to be used only by Enchantments, with all the basic effects going there, so they'll stack with stat boosts and such that are in other channels. Inside the Enchanted channel, the bulk of the effects won't stack with each other, just like other channels. Encumbrance is the big exception, since it's being awarded through X of Holding items, and it felt like those should stack. The Attack Effects are also handled more like just additional effects loaded onto an attack, most with conditionals on them. As a result, they're not really on a channel, they just get checked every time you make an attack, and their results go into the channels usually associated with any resulting effects, like Bleeding or Afflicted, and stacking is handled in those channels for the target of those effects.
Bob
Azlanti/Aeon Stones were originally the only thing being distributed as veteran rewards, though they were ultimately distributed as one-time rewards for participating in specified escalation events rather than being handed out automatically for maintaining a subscription. Later, we changed them to being distributed as very rare boss drops instead, with no limits on how often they could be obtained, essentially ending the original veteran rewards program. We may eventually introduce some other system of veteran rewards, but we don't have any specific plans along those lines right now.

As for why we changed things, it's largely that we wanted to polish off the Aeon Stones to feel like a completed system, and this was the best way for us to do so given our limited resources. Completing the code to make them get regularly distributed beyond the first few stones, and to truly feel like veteran rewards, was going to take a lot of work. Meanwhile, we felt like the game could use something along the lines of very rare boss drops, and the Aeon Stones were a perfect candidate for that. Even better, making the switch could be done almost entirely (or possibly plain-old entirely, hard to remember back that far) through spreadsheet changes. And so, the switch was made.
Bob
Edam
So in terms of stacks - we can enchant to add extra burning on a crit (even with electric damage) but there is no corresponding enchantment for add Afflicted or Bleeding ?

There wasn't anything along those lines in the original list of enchantments, but it wouldn't be too hard to add something. It's possible they were left off because there are already a fair number of ways to add Bleeding to melee attacks (melee weapons seem the most likely to be allowed those enchantments), and adding another batch that generally stacks on top could be problematic.
Bob
Smitty
Cool was thinking it could of also worked light the wright armor -
Which unlike healer armor just adds a # of HP each tick - 140 HP each tick didn’t seem out of this world - 140% just seemed like a bit much ..

That could also work, and may turn out to be necessary if the percentages get rounded off too much. We'll just have to try it out and make sure each upgrade of the enchantment is noticeably more effective.
Bob
Bob
Smitty
Perhaps I don’t math as well as I should..

Lesser regeneration - Regeneration +[10 + (ItemPlus * 5)]%
Greater Regeneration - Regeneration +[20 + (ItemPlus * 10)]%
Superior Regeneration - Regeneration +[40 + (ItemPlus * 20)]%
Is there really a % at the end of these ?? so every tick with superior regeneration for a +1 would grant 60% - shouldn’t that just be like 60 HP ? ( like the wright armor feat adds HP each tick - where healer armor give a % of Hit points ??)

That percent on the end just looks off - if I get a +5 superior regeneration item - with the % above would be 140% HP increase each tick ?? that is the thou shall not ever die item ??

I'll double-check how that works on Monday. Regeneration bonuses are sometimes given in percentages, like on the Healer feat, though in smaller numbers. It's certainly possible it's misapplied here, depending on exactly how bonuses work.

Hah, yeah, I badly mistranslated the math here from the original spreadsheets to the newer format. The numbers were all so small I thought they were already percentages and needed to be multiplied by 100 before the % symbol got applied. However, they actually were intended to be very, very small percentage increases because long-term regeneration bonuses are extremely powerful. I've re-divided the numbers by 100 on both the internal and public spreadsheets, so now the maximum increase is 1.4%.