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Hamlet

Testers
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    17
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About Hamlet

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    Hatchling

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115 profile views
  1. Silly goose, pretending he doesn't know about the broken beneficial harvest mechanic that his guild has publicly alluded to in stream chats. Sneaky little Feller
  2. I'll throw mine in. I realized a bit late i over-committed to spirit. will be fixing that next vessel. Disciplines Bars
  3. Siege performance has been very solid with 100 people in a zone. A big improvement from previous patches. ACE must be looking at increasing the zone caps at the very least to test what the server limit is in a real world situation. *HINT *HINT
  4. Join us here! - https://discord.gg/XD2Asja
  5. Didn't realize 8-12 > 6 this math stuff is hard.
  6. if they put a BR server back in right now, you'd see more people going there just to harvest. which is probably some of the EU population is NA players harvesting.
  7. Seeing this makes me feel like a plebian, excited over my blue weapon! Teach me Senpai
  8. I assumed it worked passively. You do make a point that it is not reflected in the crafting window. This is the stat that is actually changed when equipping risk management. I'm not 100% sure what a multiplier value for each experimentation point is worth means.. if it means exactly what it sounds like. 1 point would increase the multiplier value by 1.. so no change.. possibly need more than 1 point to see a difference. If that is the case, risk management is useless until you get more additional risk points.
  9. Risk management reduces risk factor by 1 (-10) so the quick chart i typed below you subtract to the added risk based on what lvl you pick. Based on a dev video on crafting for 5.8. the higher you are over the difficulty affects how the rolls curve up towards chances of Amazing Success. being near the skill creates peak near normal success with lower chance for critical fails and amazing success, and being far below curves you into higher chances of critical failures. at about 25:55 he is using the spreadsheet and talking about how the skill effects outcome. no risk is 0 Negl
  10. In a recent Q&A the developers talked about Guild Banks not being in yet due to a technical limitation that is being worked on. Hopefully we get this system in game sooner rather than later. I'd assume with the experience the developers have the system will be designed to have tiers of permissions to limit access to high-level resources. I like the idea of guild levels and guild buffs. The problem I see is it becomes a game of balance then. Is it something that can continually be upgraded in order to create another resource sink (do we need one?). Are the top buffs provided reall
  11. You make a good point about passive slot usage. That will depend on the race i suppose, as well as any future changes to the passives. Right now there are 3 passives to use (Attention to Detail, Helper Monkey, Risk Management) - Humans get 4 slots, so a human crafter could equip crafting leadership as well as the current in-game passives.
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