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About SaranWrap

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  1. So again we hit this point where gear is relatively insignificant. For example for an Archer and my napkin match math, factoring in the 'complexity' increase per stage of crafting, a bow made strictly with crit rate materials would get about %0.5625 crit chance (discounting experimentation, which would make a big difference). I guess if each piece of gear could get 1% crit or there about, it'd make a difference but for the most part gear seems to make little difference.
  2. Useful info, but I have a question about crit chance as well since we're talking about sheet stats: If sheet shows 3.1 Critical Hit Chance, is that 3.1% crit chance or...?
  3. Right, this is the realization I had earlier. The fact that it's divided by 10 was what was throwing me off. Mostly makes sense now!
  4. Tested a slight bit more: Tend Wounds used again, tooltip is: 16 - 19 + 71% support power || formula is 17.5 + ( X * .71 ) x = support power Test 1 Tooltip: 16 - 19 + 71% Support Power Formula: 17.5 + ( x * .71) (17.5 is median of tooltip base healing of 16-19) Sheet SP: 81 Actual SP: 81 Buffs: None Predicted Tick: 75.01 Actual Tick: 73-75 Test 2 Tooltip: 16 - 19 + 71% Support Power Formula: 17.5 + ( x * .71) (17.5 is median of tooltip base healing of 16-19) Buffs: [Hippocratic Oath] +75 SP Sheet SP: 88.5 Actual SP: 156 (81 + 75) Predicted Tick: 128 (17.5 + ( 156 * .71 )) Actual Tick: 79-81 It seems that the base support power of 81 works perfectly until buffs are added, then the buffs start acting strange. Hippocratic Oath adds +75 on tooltip, but actually adds 7.5. The 7.5 it adds works perfectly in the formula. The only thing that makes sense in my mind is base support power is 810 and is divided by 10 before being applied to skills. Thanks for the help @Tinnis
  5. Now I'm confused... If 16 - 19 + 71% and the base support power is 750, the heals would be landing for significantly more than 75-81 which I'm currently getting with 81 support power on sheet. When equipping a weapon with 5 support power, my SP changes from 81 to 81.5. Using Hippocratic Oath (Centaur Aura, +75 SP) Sheet SP changes from 81 to 88.5. And functions in the formula (16 -19 + 71%) like 7.5 support power. Is the sheet bugged, skills/gear bugged or am I not understanding something? ___________________ I misunderstood what you wrote initially. Ignore the bit about base support power being 750. However, adding 5 support power should still affect the heals, correct? At most, it has increased the maximum heal tick by about 1 point on Tend Wounds.
  6. Based on what you have there, +5 support power on gear would give a somewhat noticeable difference to the healing being done. However, on sheet it's only increasing support power by .5, so 1/10th on sheet of the actual stat. I'm assuming this is a bug.
  7. After some tinkering, and thanks to @Tinnisas well, support power is multiplied by 10 on the sheet. So 81.0 Support Power is actually 810 Support Power. Buffs like Hippocratic Oath that add 75 support power are functioning properly but the odd decimal point is sorta confusing. If you have 81.0 sheet Support Power and you use Hippocratic Oath, your sheet SP will change to 88.5, which is actually 885. The trick is that sheet support power is actually working properly, just understanding it is sorta strange. If you remove the decimal point entirely and read sheet SP multiplied by 10, then sheet SP would be divided by 10 before being applied. This means that single-digit additions like that on weapons or gear are very miniscule. 5 support power on a weapon would take you from 810 support power to 815, therefore 81.5 on sheet and 81.5 when being added to heals. ______________________________________________ Class: Cleric Race: Human Skill: Tend Wounds Disciplines: None Weapon 1: - Weapon Damage: 21-49 - Support Power: 0 - Heal Tick: 74 Weapon 2: - Weapon Damage: 73-99 - Support Power: 5.293 - Heal Tick: 75 Weapon 3: - Weapon Damage: 68-92 - Support Power: 0 - Heal Tick: 76 Weapon 4: - Weapon Damage: 66-89 - Support Power: 6.83 - Heal Tick: 75 Tested this tonight with a friend. There is a low level of RNG on Tend Wounds' base healing (16-19). The tooltip reads as follows: " Aid the ally under your target reticle, healing them and yourself for 16 - 19 + 71% Weapon Damage per second over eight seconds." Someone correct me if I'm wrong, but my math says there should be significantly more difference between the heals based on solely the weapon damage, disregarding Support Power entirely. The only major bonuses to healing we've found are 5-6 real healing gained via Hippocratic Oath (Centaur Racial Aura) and Healing Modifiers applied from Major Disciplines. Maybe my math is wrong or my expectations are different due to misunderstanding how the stats/heals/skills are functioning. If anyone has any insight it'd be super appreciated.
  8. Gathering is not real content

    I don't think you expanded into even the small amount of content the game currently has to understand fully how the gathering/spirit bank/crafting works. You're offering an opinion based on a very narrow observation of mechanics. I spend more time roaming the map and fighting players than gathering and crafting because I use proper tools and have friends to knock down motherloads with. I gather Slag/Cobblestone/Knotwood/Boar Hide inside the safezone infrequently and inside of the 30 minute timer of a potion when I do need to actually gather those materials. The gathering in this game is incredibly well-done in my opinion. Action harvesting with disciplines, skills, resource management, buffs and tool mechanics is probably the best approach to gathering in a game that I've seen since FFXIV. Also, the spirit bank has a limited amount of imports/exports which I believe are as generous as they are (50 imports, 50 exports) because the game is currently in testing. You cannot indefinitely deposit materials you've been gathering.
  9. I don't think it's about being a "financially challenged basement dwelling teenager", I think it's more about maintaining competition without the requirement to pay. Students, parents and folks from all walks of life play games. Maybe that $15 a month fits elsewhere in that budget. I don't think it's fair to insult someone because their $15 a month is better spent elsewhere than on a game. Furthermore, look at the most successful games as of late: League of Legends, DotA, PUBG, Fortnite, Overwatch, FFXIV, etc. None of these games offer a large advantage (or any advantage at all in most cases) for paying a subscription. Crowfall is good in terms of their VIP incentives, and I'd like to see it stay that way but it needs to be well thought as well.
  10. Thoughts after playing a few hours

    The time it takes to be relevant in Crowfall is very minimal. When starting out, punch some trees until you get enough wood for a basic axe. Take the axe and chop more trees, make a basic pick and a basic hammer. Use the hammer and pick to get cobblestone and slag and use the wood/stone/ore you've obtained to make a set of basic gear. You can do a lot with basic gear. Crafting advanced gear takes a bit longer but the time investment is reduced significantly if you have just a single friend to play the game with. This is the key to Crowfall I feel: you need some buddies. The game is playable solo, but the difficulty is quite high for the low reward. Keep in mind when you die in PvP you lose the items in your inventory, not the items you have equipped. Your equipment loses 10% of it's durability when you die, but it can't be looted. Materials will always be a key point of Crowfall, and there should always be risk involved in collecting higher tier materials as those materials can create higher tier tools, weapons and armor. I personally find this to be one of the key reasons to keep the current pvp looting system.
  11. Get rid of the passive skill system.

    I think it's important to have character persistence and the skill training system allows that. That system isn't the focus of the game by any means, and the only thing I would really like to see is a campaign with a rule similar to what @Kirchhoff said: limit access to trained skills in the tree based on time passed in the campaign. It'd be interesting to see at least once. Past that, the passive skill system allows players to earn skill points in trees that they want to use but may not want to grind. In other MMO's, you'd need to craft a billion daggers to level up that Blacksmithing stat. This is why I approve of a system that is present in EVE and now Crowfall. If I understand your idea, you would suggest giving people stat points over time and allow them to allocate those stat points at the start of each new campaign. That'd be great in a lot of ways, but it would encourage adjusting to each new patch for flavor of the month classes or specializations which is unhealthy I feel. If people were deep into class/race trees when Wood Elf/Ranger became incredibly strong, do you believe those people would benefit from instantly rolling Wood Elf Ranger instead of the class they were specialized in? Similarly, "EVE sucked, it's boring" is simply an opinion of someone who didn't enjoy the game. There are many people over the span of 15 years who would disagree with that opinion.
  12. You're right in a way and I didn't really think about it until after I'd posted, but folks will just have alternate accounts for crafting/gathering otherwise. With that in mind, you could buy 3 separate accounts now for $150 and be more versatile than someone who pays for premium for 10 months assuming VIP is $15 a month. If VIP is more than $15, it'll be guaranteed that buying multiple accounts is the more logical way to approach the pay model. I don't think that the skill tree is where VIP benefits should be focused because cost can be lowered for even more benefit by simply purchasing new accounts.
  13. I was under the impression that VIP training would be limited to Class skills, not professions. Being able to train two professions I feel is quite balance-affecting.
  14. Yes, of course, but what does someone do when they want to play Crowfall and most of their guild is offline? Motherloads require group play with rewards high enough to bring a party. This would be the equivalent of Sleeper Sites in EVE. However, solo content must exist in my mind, otherwise you end up with a game that is too difficult for new players to approach.
  15. I think the dura loss is a double-edged sword. On one hand, it will encourage more thoughtful gameplay from groups and individuals alike, while on the other hand it'll make people less interested in risky pvp. This will create a scenario similar to other full loss PvP games where the only real PvP is found in 1vX where gatherers are the main target of gank squads and real fights are avoided. This is fine as long as people have options that allow them to escape these groups, but those options are few and far between as of right now. I think percentage durability loss is a poor choice because it makes a lot of the durability experimentation pointless. If durability loss were handled like... '10% of maximum durability up to 100', it would make higher durability gear more useful.