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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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Oct 2 2017, 18:44
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jantch
Group: Gold Star Club
Posts: 3,703
Joined: 13-May 12

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QUOTE(as013 @ Oct 2 2017, 11:35)  At least I hope it reduces imperil cost. Most of my mana potion usage comes from that.
I just checked my cost and duration for some deprecating spells using curse-weaver shoes to increase my deprecating proficiency (from 16.4 to 34.4). This had no effect on either the cost or duration of sleep, imperil, or weaken. Silence went from 65 credits and 34 turns to 62 credits and 37 turns, and magnet went from 84 credits and 25 turns to 81 credits and 27 turns. Does anyone know if there is really no effect on cost and duration for sleep, imperil, and weaken, if the effect is so small that it's not noticeable, or if I've hit a limit for how far they can be improved beyond the base?
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Oct 2 2017, 19:25
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07

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QUOTE(jantch @ Oct 2 2017, 18:44)  I just checked my cost and duration for some deprecating spells using curse-weaver shoes to increase my deprecating proficiency (from 16.4 to 34.4). This had no effect on either the cost or duration of sleep, imperil, or weaken. Silence went from 65 credits and 34 turns to 62 credits and 37 turns, and magnet went from 84 credits and 25 turns to 81 credits and 27 turns.
Does anyone know if there is really no effect on cost and duration for sleep, imperil, and weaken, if the effect is so small that it's not noticeable, or if I've hit a limit for how far they can be improved beyond the base?
here there's a formula: https://ehwiki.org/wiki/Spellsthough it doesn't take profs into account. personally i'm inclined to think that there's a y = mx + q kind of relation, thus at our levels the effect of proficiency will be lower than the y = mx case - albeit still 1st degree equations...
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Oct 2 2017, 21:30
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jantch
Group: Gold Star Club
Posts: 3,703
Joined: 13-May 12

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QUOTE(jantch @ Oct 2 2017, 12:44)  Does anyone know if there is really no effect on cost and duration for sleep, imperil, and weaken, if the effect is so small that it's not noticeable, or if I've hit a limit for how far they can be improved beyond the base?
Reading further through the wiki and doing the math, I found that I have hit the limit for how far those three can be improved beyond the base.
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Oct 2 2017, 21:35
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07

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QUOTE(jantch @ Oct 2 2017, 21:30)  Reading further through the wiki and doing the math, I found that I have hit the limit for how far those three can be improved beyond the base.
are you referring to this? QUOTE - Lower the cast time and mana cost of spells by up to 25% (based on spell). - Increase the duration of sustained spells (beyond the effects of abilities). -- Durations can be increased by maximum a factor of 7 (supportive/curative spells) or 4 (everything else).
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Oct 2 2017, 22:03
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jantch
Group: Gold Star Club
Posts: 3,703
Joined: 13-May 12

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QUOTE(Scremaz @ Oct 2 2017, 15:35)  are you referring to this?
Partially. Also to the spells table with the maximum effective proficiency needed to get the highest bonuses to explain why I hit the limit for some spells but not for others.
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Oct 2 2017, 23:20
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07

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QUOTE(Draw99Gray @ Oct 2 2017, 22:41)  On a side note, i don't know if any of you realized but if you click a RE with a RE battle ongoing, after finishing next round will take you to the RE you previously clicked Never tried it for more than two battles.
this comes from HVRed thread. up until now i knew that if you clicked a second RE link when already busy with a RE, you would've lost the second one. never had the chance to try it lately. any feedback, please? is it a vanilla feature now?
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Oct 2 2017, 23:54
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Sapo84
Group: Gold Star Club
Posts: 3,332
Joined: 14-June 09

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QUOTE(Scremaz @ Oct 2 2017, 23:20)  any feedback, please? is it a vanilla feature now?
Can confirm it works like that since 0.85. This post has been edited by Sapo84: Oct 3 2017, 00:56
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Oct 3 2017, 00:12
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07

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QUOTE(Sapo84 @ Oct 2 2017, 23:54)  Can confirm tt works like that since 0.85.
alright, thank you.
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Oct 3 2017, 00:39
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BlueWaterSplash
Group: Members
Posts: 3,347
Joined: 15-March 11

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After some thought I decided to try out a test run for the son of blackjac idea.
As soon as I hit level 300 I will stop playing for a while and anyone who trusts me can send their trophies, which I will redeem and send back for free. Clients make posts in my thread saying roughly how many trophies they send over, and I post publicly any noteworthy equipment they receive. Clients may self-verify that I send back equal quantities. By keeping timed logs, the possibility of stealing is lowered. (If later on I am discovered to have any level 300 legendaries that cannot be sourced, everyone can lynch me).
I will either redeem my own trophies before this process starts and log any noteworthy results, or redeem/sell them after passing level 300. (If I self-drop a legendary while I am level 300 that would be bad, so it might be better for me to do this when I am level 300.9)
Any comments or interest?
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Oct 3 2017, 00:52
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07

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QUOTE(BlueWaterSplash @ Oct 3 2017, 00:39)  After some thought I decided to try out a test run for the son of blackjac idea.
As soon as I hit level 300 I will stop playing for a while and anyone who trusts me can send their trophies, which I will redeem and send back for free. Clients make posts in my thread saying roughly how many trophies they send over, and I post publicly any noteworthy equipment they receive. Clients may self-verify that I send back equal quantities. By keeping timed logs, the possibility of stealing is lowered. (If later on I am discovered to have any level 300 legendaries that cannot be sourced, everyone can lynch me).
I will either redeem my own trophies before this process starts and log any noteworthy results, or redeem/sell them after passing level 300. (If I self-drop a legendary while I am level 300 that would be bad, so it might be better for me to do this when I am level 300.9)
Any comments or interest?
you know you'll be basically allowing high-level players to bind their equips to a low enough level to make things appetible to sell for a plusvalue, right? it'll be hard to make it sound like it's not an attempt to circumvent the level-bind system... also, it may be hard for you to prove that gear comes from that trophy - thus, i can already see players battling over the ownership of a certain item This post has been edited by Scremaz: Oct 3 2017, 00:54
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Oct 3 2017, 03:48
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Draw99Gray
Group: Members
Posts: 749
Joined: 10-January 16

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tested with three REs waiting and lost them all looks like only works with one in queue
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Oct 3 2017, 04:07
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jantch
Group: Gold Star Club
Posts: 3,703
Joined: 13-May 12

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QUOTE(BlueWaterSplash @ Oct 2 2017, 18:39)  After some thought I decided to try out a test run for the son of blackjac idea.
As soon as I hit level 300 I will stop playing for a while and anyone who trusts me can send their trophies, which I will redeem and send back for free.
*snip*
300 is probably too high of a level. For the past couple of years, I've been giving my monthly Gold Coupon to players at about level 200, which usually gets them something reasonable, but only gets them something really good about 20% of the time. At level 300, I suspect that most of it would become quickly discarded junk. I started giving away noodlies to players around level 150 a couple of months ago, but half of them would rather have the credits from selling the noodlies than try for something at the shrine.
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Oct 3 2017, 07:41
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BlueWaterSplash
Group: Members
Posts: 3,347
Joined: 15-March 11

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Level 300 is not ideal, I initially suggested level 200 some pages back. However there are perks to level 300, making it a decent choice for a trial. Level 200 is when players typically join the forum and want equipment; they can still soulfuse level 300 stuff. Meanwhile, level 300 players can use the equipment without soulfuse and it will last a good while before becoming underleveled, preserving the goal of equipment population.
Scremaz, indeed there is no pretense that this is not an attempt to partially circumvent the level-bind system. But what is wrong with that? Trading is allowed, it breaks no rules. This could allow high-level players to increase their profit, and low-level players to be able to get items they want. As for rigor, mooglemail and forum post timestamps should help establish ownership, but it's not foolproof. Trust in the host is still required from participants, though the rules make it more difficult for the host to be dishonest.
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In the long term, a better system is to enslave a heroic and pitiful level 200 guy, and if he never fights again for the rest of his life he has no incentive to be dishonest.
Alternatively, anyone (say level 200~300) with enough start-up funds could buy trophies, legitimately own all redemptions, and sell/auction them himself. That system removes the trust requirement entirely. Unfortunately I only have enough credits to buy 3 noodles so I can't do it that way. Is there anyone else with start-up funds who could?
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Oct 3 2017, 10:27
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07

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QUOTE(BlueWaterSplash @ Oct 3 2017, 07:41)  Scremaz, indeed there is no pretense that this is not an attempt to partially circumvent the level-bind system. But what is wrong with that? Trading is allowed, it breaks no rules. This could allow high-level players to increase their profit, and low-level players to be able to get items they want. As for rigor, mooglemail and forum post timestamps should help establish ownership, but it's not foolproof. Trust in the host is still required from participants, though the rules make it more difficult for the host to be dishonest.
attempts to circumvent the system aren't usually well-seen, you know. though you remembered me that i didn't bring out to other mods a certain thing yet, so i guess i should thank you...
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Oct 3 2017, 14:40
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WeebLife
Group: Gold Star Club
Posts: 1,151
Joined: 27-September 07

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When salvaging forged gear, do you get 90% of the bindings back? Or are they gone forever once used?
thx.
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Oct 3 2017, 14:54
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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Oct 3 2017, 15:00
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WeebLife
Group: Gold Star Club
Posts: 1,151
Joined: 27-September 07

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QUOTE(Uncle Stu @ Oct 3 2017, 22:24)  yep. i read that and wasn't sure if bindings were included in the 90% of the "materials" you get back or not?
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Oct 3 2017, 15:32
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE Salvaging equipment with upgrades will always return 90% of the materials spent on upgrading rounded down (but never any catalysts). There is one exception enclosed in brackets and i cant see any reason, why there should be a second exception that isnt mentioned. So this sentence tells you everything you need to know.
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Oct 3 2017, 16:14
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Basara Nekki
Group: Gold Star Club
Posts: 7,612
Joined: 13-September 12

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QUOTE(The Original Zeo @ Oct 3 2017, 10:00)  yep. i read that and wasn't sure if bindings were included in the 90% of the "materials" you get back or not?
Come back, yes. See this example: (IMG:[ imgur.com] https://imgur.com/P39FwlR.jpg) That was when I changed my Power Armor (09/06/2017). (IMG:[ imgur.com] https://imgur.com/dupfqFW.jpg)
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