I know in another thread this was touched on but I thought I'd create its own thread. We have been delayed in releasing the race perk system as we need to go through and address all other skills that affect stats. Generally:
Strength: universal damage
Dex: balance
Con: health
Int: equilibrium
Char: ego
I know there's a lot of people who dislike anything that impacts balance/equilibrium but I really believe it adds diversity rather than every skill affecting h/m/e and damage buff/resists. Below you'll see our direction and note that anything that impacts balance/equilbrium is relatively minor. I'd be willing to change it in the future if you are willing to give it a chance first!
Below are the specifics (some may be out of date as we go through coding).
STR
Polarity: 2/5 blunt damage resistance (doesn't make sense, we'd like to change that in future)
Lich: 1/10 health and regen during night, -1/10 health and regen during day.
Geburah: 1/2 Universal Damage
Spirit Bear Bond: 1/2 Universal Damage
Enfeeble: 1/2 Universal Damage Malus
Hero Fete: 2/3 Universal Damage
War Domoth: 1/7 Universal Damage
Chaos Domoth: 2/2 Universal Damage
Reimagination: Not sure what to do, remove skill for now
Psychometry Enhance (strength): 1/8 Universal Damage
Psychometry Enhance (dex): 2/8 Equil Bonus
Psychometry Enhance (both): 1/8 Universal Damage and 1/8 Equil Bonus
DEX
Skinrot: -2/10 balance malus
Nightwraith and Construct: 1/5 balance bonus
Transmigrate Viper/Fox: 1/5 balance bonus
Hero Fete: 1/2 Balance Bonus
Stag Form: 1/2 Balance Bonus
Acrobatics Limber: 1/5 Balance Bonus
Chaos Domoth: 1/2 Balance Bonus
Death Domoth: 1/2 Balance Bonus
Reimagination: Not sure, may remove for now
Astrosphere Bonus: 3/3 Balance Bonus to 3/3 Balance Malus
Agility: 1/8 Balance Bonus
CON
Skinrot: 1/10 Health Malus
Constitution Astrosphere: 3/3 Health Buff to 3/3 Health Malus
Transmigrate Badier/Spider: 1/5 Health Buff
Lowmagic Yellow: 1/5 Health Buff
Hereo Fete: 1/5 Health Buff
Life Domoth: 2/8 Health Buff
Chaos Domoth: 2/3 Health Buff
Weathering 1/2 Halth Buff
Binah: 2/2 Health Malus
INT
Knowledge Karma: 1/2 Equil Buff
Astrosphere Intelligence: 3/3 Equilibrium Bonus to 3/3 Equilibrium Malus
Moon Draw Down: 1/2 Equilibrium Buff
Night Kiss: 1/2 Equilibrium Buff
Hero Fete: 1/2 Equilibrium Buff
Crow Form: 1/2 Equilibrium Buff
Knowledge Domoth: 2/4 Equilibrium Buff
Chaos Domoth: 1/2 Equilibrium Buff
Transmigrate Owl/Bat: 1/5 Equilibrium Buff
CHR
Charisma AstroSphere: 3/3 Ego Buff to 3/3 Ego Malus
Moonchilde and Construct: 1/3 Ego Buff
Transmigrate (spider/fox): 1/5 Ego Buff
Throne: 2/8 Ego Buff
Netzach: 1/2 Ego Buff
Populus: 1/2 Ego Buff
Hero Fete: 1/2 Ego Buff
Penumbra 2/4 Ego Buff
Bardic Presence: 2/4 Ego Buff
Ascendant Presence: 1/5 Ego Buff
Beauty Domoth: 1/2 Ego Buff
Vileblood: 1/3 Ego Buff
Beauty Karmic Blessing: 2/4 Ego Buff
0
Comments
Bardic Presence (others) 1/5 Ego Buff
Also, does this mean it contributes to others in the room with the bard?
Unless things have changed, are you proposing someone with VP be buffing allies in their same room even if the allies didn't cast VP themselves?
Just to be clear, there will be no strength stat. We are getting rid of all these stats, we are merely looking at how skills that affect old stats should change. So while we listed a lot of universal damage buffs, they tend to be minor and are spread among a lot of skillsets so I doubt we'll see anyone stacking a lot to huge effect.
Eq/balance buffs are in transition to the 10 level system. We are giving them very minor impact with the old system for now and will convert them (hopefully within this week). Feel free to give us suggestion on what each level should be! They can be in 1/10 second increments (or % if you prefer to do it that way).
My bad on presence, the second was ascendance presence.
Polarity we decided to swap offense/defense on a damage type. For example polarity fire would switch your fire offense with fire resistance.
Good point on cosmic quickening!!
I'm totally open to changing the equilbrium/balance buffs on a skill by skill basis. So once the system is in and we've finalized the equilbrium/balance bonus/malus, I will be asking envoys to look at all the skills to offer suggestions. Maybe we want to change some of the old intelligence skills to mana (or maybe not!).
Whatever the case, let's get this out there first and see how it works, and you can be sure I'll be asking for a lot of feedback!
I think quickening should remain outside the x/10 system. It costs 3p for a very short time, and is key to some specific Guardian setups.
While I understand where you are going for, having quicken outside of the x/x system when nothing else is defeats the stated purpose of the system by the admin. Quicken seems exactly the type of skill that may break with the new lucidians. If this change to eq/bal goes in, eq/bal artifacts seem a possibility. Also, consider that quicken doesn't have to be a short boost and could just be part of this new system.
If it is changed that way, then it should last much longer and probably get the power cost reduced. At that point though, the skill is serving a different purpose from what it did before, and other skills will have to be reevaluated in light of that.
edit: Unless each 1/10 was 5% (10%?, depends how the math is done) eq.
Making each of the x/10 5-10% buffs is just asking to keep the modifier skill and have the main ones nerfed.
My suggestions. 1% to 1.5% max for x/10 (leaves room to be up or down tweaked and anything over 2% gets ridiculously OP very quickly).
Polarity in your list should be removed and should be implemented as you said to switch a single buff/defense dmp shift polarity fire.
However, with polarity having a fairly dramatic change,
SHIFT REIMAGINATION <target> <stat> PLUS|MINUS should be kept and added into the list.
For balance across classes and orgs, Geburah should give 1/10 to both str/int which is what I assume you mean by universal con. I would probably do the same for Lowmagic Yellow (int/str) rather than con.
I would suggest making throne and/or beauty also give a slight influence speed bonus. To make them more required for influencers. Which brings up the question if these bal/eq bonuses will effect influencing in the future (I’m assuming they’re not coded to affect them currently).
And that means balancing quickening, or those combinations of abilities, become a nightmare. We become resistant to slight changes to quickening because even those slight changes have the very real potential of either making any number of reliant strategies unviable, or push them too much in the other direction. Either way, the strategies simply fall apart. Quickening and said guardian strategies are, at the moment, at a good spot, and the countenancing of changing them into a tiered system is definitely something that's going to have a blow-back effect on any number of abilities or combinations of abilities. I'm really not very keen on introducing buffs that will be doing the same to my own skillsets.
I understand that there is an urgent desire to push out the system so it can be live, and more solid data can be gotten from the playerbase at large. But there are some problems that will likely be a problem whether we discuss and mull over it beforehand or not - taking the time to do so first will saddle us with delays, but doing so later will saddle us with said problems until we get to a solution. It's your call on whether the problem is big enough to take that risk.
All of the above said, if we're going go with the above list no matter what,
Psymet's enhancement for dex should affect balance, not equilibrium. Psymet is a monk only skillset, and monks do not use eq. Nor do they use psymet actively in combat - it is a almost purely defensive skillset, with changing its defensive effects entirely unviable in combat. I see absolutely zero reason why psymet's dexterity should be the only dexterity to affect eq instead of bal. Psymet's enhancement in strength-only is the same as enhancement in both... which means there is zero reason to choose to enhance strength-only - it becomes a choice of either dexterity, or both. Make it a 2/8 universal buff for strength-only, and a 1/8 universal buff for when both is chosen.
I also agree with Celina's point about strength = universal buff being more than a little weird. It would skew the buffs away from the non physical classes (who have much less access to current strength buffs). The better way to handle strength buffs would be to retool some of them instead. Pending the interaction with the new warrior skills strength buffs could be changed to niche buffs that effect those abilities and strategies rather than just "more damage".
Regeneration is 1%/level.
Damage Resistance is 3%/level.
Damage Enhancement is 3%/level.
H/M/E is a little more complicated but its basically buff*5 per level (a 10/10 health would then be +50 health/level). This may be a little inexact since the formula is more complicated than that but that should give the general scope.
Thanks for the numbers. above. It'll help me explain changes to people trying to figure out what to do with their retired runes.
As to speed percentages, I still say no more than 1.5% per level. 15% faster is pretty freaking significant.