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.
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.