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All posts created by Seraph

Seraph
Vyal, there are some problems with that approach. First, it has a huge negative impact on PvE. Dying in escalations happens, no sense making someone stop playing for an hour or getting separated from the group for an hour because of it. Second, that actually makes it harder to defend a holding with a smaller force and making it even more a case of whoever has more people wins.

Plus, it makes looting your own husk impossible.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
As someone very interested in the mechanics of the game and trying to make optimal choices, a log file that breaks things down would be very nice for me. I'd love to see a few things in particular – my attack roll and the damage I deal, how many stacks I apply, how much damage my DoTs do, and how much monsters are hitting me for.

The current tooltips for our attacks already opened up a lot of information, as we can now easily calculate the resistances and EPro of any opponent. Getting a little more would really satisfy the theory crafters and number crunchers.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
I think these are pretty great ideas. A lot of PvP right now
(1) favors the attacker instead of the defender, which is kind of against conventional sense and
(2) comes down to attrition and numbers because when someone dies they're only out of the fight for 30 seconds

3 Hexes seems a reasonable distance, it's about 5 minutes of running to get back to the fight. This rewards kills more than putting one ding in someone's gear by actually making a kill affect the immediate fight. The trick is to get the balance right, you don't want it to be impossible to have offensive success but you'd like a smaller number of defenders to be able to hold something against a larger attacking force.

Plus the company hopping fix seems just right. Make them pay extra influence for it, just like if they had been bigger when declaring the feud, or maybe more as an opportunity cost for switching during a feud.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Yeah, channel positive will definitely be because of utility EPow/EPro. Even if you matched both keywords though, in your armor you'd be getting -50% effectiveness and at best it would heal 156 hp. Right now your EPow is 0, meaning -70% effectiveness, which puts you right at 91.

I like the math. I just didn't expect Minor Cure to drop back to EE6 levels and was wondering if this was a deliberate balance decision to make it heal less than before for T2+2 characters.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Hey all, just wanted to give some first-impression feedback on the new percentage based heals.

Love the idea. EPow/EPro will maintain the fact that your heals are more effective against lower geared players, which feels right. Having it be a percentage means it scales with you, so that even when you have tons of hit points, minor cure will stay competitive and useful. I think this is a very good direction, big fan of this design. I'm looking forward to this being applied to healing expendables as well.

That said, I'm a little surprised 20% is the value used for minor cure. I'm a cleric, probably a fairly average T2 cleric with T2+2 armor and level 4 minor cure. I have about 1100 hp, so minor cure does about 220 (incidentally what it had in EE6). In EE7 it did 300, and it won't do 300 again until I have 1500 hp, which I probably won't have until T3.

My feedback is that if you want to keep the feat about as powerful as it was before, it should be 25%. This would be about 275 for me and 300 once I get to 1200 hp, which is within reach of T2.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
I have to agree as well. T2s are extremely difficult to wipe out. Even for a settlement as large and active as Brighthaven, we have to hammer out tons of hours to slowly whittle down something like Ustalavians or Mordant Spire. The recipe and expendable drops definitely help, but if you want a stream of victory markers, you clear your monster hexes and pray that T1s and minis keep popping since they're easier (and sometimes more fun) to farm down.

I'm not positive if it's spawn rate that needs to be dialed back… maybe it is. But it would be nice if they didn't regenerate so fast – not having enough people to comfortable farm a T2 for one night can totally undo the 20 man-hours of hard grinding you did the previous night.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Has anyone done any research on what kind of stats monsters have? I have been unable to find any information on this, but am considering starting to do my own research.

Basically, I'm trying to get a feel for overall hit points, resistances, defenses, attack and damage that various PvE monsters are putting out. It will be particularly useful for both theory crafting and making informed decisions in game.

For example, out hunting Ustalavians I noticed that my fire attacks were not dealing their full damage, even when I got a full hit factor. I would not expect heavy armor Ustalavians to have any fire resistance, just like heavy armor characters don't (barring buffs), but it seems likely that they do. Also knowing their total hit points will help evaluate the effectiveness of dots like stacks of burning.

I assume that T1 and T2 monsters follow similar rules to players governing core mechanics like rolling 3d200 and using the roll determined by their tier.
Seraph
Cleric of Sarenrae
Brighthaven