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Arch-Necromancer
07-22-2017, 09:17 AM
I noticed a nice feature of (most) amenity bar guild buffs, the fact that they scale with character level.

But only bonuses that can be divided by 3 scale, and not all of them.

Ninja Assassin
+[2/4/6] To-Hit bonus when Flanking (wiki states that it gives +6 without the level scale so this shoud be fixed to scale)

Sign of the Silver Flame, Shrine to the Devourer, and Stormreaver Memorial elemental absorptions should scale with level just like their spellpower bonuses: +[5/10/15].

Sign of the Silver Flame should also give Light Resistance (it gives only Fire Resistance, while both fire and light spellpower).

There are bonuses that cannot be divided by 3, do not scale with character level, and seem too high for low levels because item bonuses end up being low compared to guild bonuses.

I think it would be better if ALL bonuses scale with character level. It would make the bonuses more balanced compared to effects from (low level) items.


I will write an example of effects scale for the effects that do not scale:

_________________________

Bonuses that can't be divided by 3, but can be divided by 2 should give:
[A/B]
A = Level 1-20
B = Level 21-30


Bath House
+[10/20] Healing Amplification
-[5/10]% damage while helpless

Floating Rock Garden
+[1/2] Strength
+[1/2] Wisdom

Paradoxical Puzzle Box
+[1/2] Dexterity
+[1/2] Intelligence

Old Sully's Grog Cellar
+[1/2] Charisma
+[1/2] Constitution

Tactical Training Room
+[1/2] To-Hit with physical attacks

Archery Range
+[1/2]% Guild bonus to Doubleshot

Wild Grove
+[1/2] Extra Wild Empathy per rest

Black Abbot's Shadow
+[2/4] Deflection bonus, +1 Enhancement bonus to Saving Throws (Does not stack with Protection from Evil)

Fencing Master
+[1/2]% Guild bonus to Character Maximum Dodge

Hag Apothecary
+[10/20] Maximum HP

Grandmaster's Dojo
+[1/2/3] Will Save (wiki states it gives +2, which is weird because other save bonuses are +1/2/3, it should be the same)

_________________________

Bonuses that can't be divided by 3 or 2, but can be divided by 5 could give:
[A/B/C]
A = Level 1-10
B = Level 11-20
C = Level 21-30


Arcane Sanctum
+[10/20/25 or 30] Guild bonus to Maximum Spell Points

Trapsmith's Workshop
+[2/4/5 or 6]% Fortification Bypass

_________________________


Scaling new guild buffs would help game balance, but to balance the game even more than that, cargo hold resistance shrines need to be scaled as well.

Having +30 Enhancement bonus to elemental resistance is way OP for low levels. Cannith Crafted items give +30 enhancement bonus only on level 16, and that means random loot gives such bonus few levels later (maybe even level 20+). That makes items with elemental resistance bonuses completely useless.

Instead of having 3 different (guild level based) levels of shrines, we should have only one type that would give equipment bonus to elemental resistance based on character level.

These shrines should cost like lesser resistance shrines (to be easier to upkeep and to match crew hire costs), look like greater (so Cargo Hold looks filled with content), and be named like those in between (just "Fire Resistance Shrine").

When used, they would bestow +[character level] Enhancement bonus to [element] resistance

Or, if effects can't be easily programmed to give [character level] amount of resistance, it could have thresholds:
+5 level 1-5
+10 level 6-10
+15 level 11-15
+20 level 16-20
+25 level 21-25
+30 level 26-30


EDIT: And thread preview should show the thread title to avoid mistakes like these.

Cantor
07-22-2017, 10:03 AM
I get where you are coming from but ma y just aren't worth the effort. Dodge cap limited by actual dodge values at low level. 2% double shot , so minor it's a waste of time to scale. Healing amp is a multiplicative effect so self scaling. Absorb scales with shrine upgrades so not likely to see that change.

I could see ability scores and HP scaling but nothing else is remotely worth it that doesn't already.

SirValentine
07-22-2017, 10:07 AM
I think it would be better if ALL bonuses scale with character level.


You're missing something: some bonuses are flat bonuses, while others are percentages.

The flat bonuses should scale. But the percentages don't need to.

Arch-Necromancer
07-22-2017, 10:55 AM
You're missing something: some bonuses are flat bonuses, while others are percentages.

The flat bonuses should scale. But the percentages don't need to.

Yes, but not all percentages are percentages that scale your abilities, some are bonuses for a % chance to do something.

Fortification and fortification bypass percentages just add to your percentage. They do not multiply with your percentage (if I am not mistaken).

If you have 0% Fortification, buff bonus will just add you 15% to avoid critical hit. It wil not give you 0%.

Same with fortification bypass and doubleshot.


2% double shot , so minor it's a waste of time to scale.

Doubleshot bonuses are low values, unlike doublestrike. So 2% is not that minor to ignore.


Healing amp is a multiplicative effect so self scaling.

Why don't low level items have high healing amplification if it "self scales"?


Absorb scales with shrine upgrades so not likely to see that change.

It scales with GUILD level, so if you hop into level 150+ guild with a level 1 toon, he has 15% elemental absorption.

If it would scale then only epic level toon would get that bonus, as it should be. Shrine upgrade is about being able to have it when you reach the level where you can. Without the upgrade you can't have 15% even if you are epic level.