Logo
- Games
- Social
- Arc News
- Support
- Zen
What is the Arc Client?
Install Arc
Upcoming Double/Triple stat enchant values and HP loss
I'm worried about total values of double and triple stat enchants.
Offensive:
Brutal, Savage, Wicked, Cruel, Vicious:
First/Second stat: 1.44%; Total:2.88%
Also HP values of double/triple stat enchants are incorrect.
Defensive:
Brutal, Savage, Wicked:
2200HP = 1.38% Main stat(Loss?), Second stat: 1.44%; Total: 2.81%
Also HP values of triple stat enchants:
Defensive:
Demonic, Draconic:
2400HP = 1.50% Main stat(Loss?), Second/Third 0.875%; Total: 3.25%
Gigantic:
1300HP = 0.81%(Loss?), Second/Third 0.875%; Total 3.44%
@terramak @commanderander @panderus @asterdahl @noworries#8859
Buff triple stat enchants HP value to Black Ice (that's correct: 1.75%, 0.875%, 0.875%; Total: 3.50%)
And buff double stat enchants overall (to 3%).
Single stat enchants do not have this issue:
Azure: 1000 defense (2.5%)
Radiant: 4000HP (2.5%)
Thanks
Dead 🔪
0
Comments
Dead🔪Since they now can be bought off a vendor and upgraded with the same costs of said azure it seems a tad much.
Dead🔪Dead🔪I was at first reading the 1.44% on dual-stat enchants to mean 1.44 x single stat enchant, but your single stat enchants are listed at 2.5%, and they're not 250% anything obvious, nor are they 25% higher than R12 single stats.
I agree with your conclusion that there's some inconsistencies and that dual-stats look weak compared to triple-stats, but I'm not 100% sure I'm reading your math correctly.
"As a soft rule, 400 Points in any stat is worth 1%" https://neverwinter.gamepedia.com/Ratings
1600 HP is equal to 400 points in any stat.
Values from 2 post:
Vicious, Rank 14: Armor Penetration/Power/Deflection/Life Steal: 575 Points;
575/400=1,4375 (~1,44%).
Dead🔪(Mod 6-12)for comparison:Single stat enchants: 700 Points (OR 2800HP); 1.75% stat increase;
Double stat: 420, 420 Points (OR 1680HP, 420 Points); 2.1% stat increase;
Triple stat: 460, 230, 230 Points (OR 1,840HP, 230, 230 Points); (Gigantic: 460, 920 HP, 230 Points); 2.3% stat increase.
Dead🔪Single stat R12: 700 stat points
Double Stat R12: 850 (up from 840 on live) stat points (121% single stat, up from 120% on live)
Triple Stat R12: 1000 (up from 920 on live) stat points (142% single stat, up from 131% on live)
Single stat R14: 1000 stat points
Double Stat R14: 1150 stat points (115% single stat)
Triple Stat R14: 1400 stat points (140% single stat)
Dead🔪The issue is that Triple Stat Enchants have been buffed by 10% (which is good! They're underutilized currently!), and simultaneously that Double Stat Enchantments' stat allowance is 5% lower compared to single stat at r14 than it is at r15.
@rgutscheradev explained their item design process during one of the live streams a month or so back. If you look on their twitch feed, it should still be the most recent community tavern stream with a dev.
Basically, they select which stats they want an item to have, and then put a weight on each stat, such that the total of all of the weights adds up to 1. A Radiant Enchantment would say, "Power: 1", and a Brutal would say "Power: 0.5, Crit: 0.5". And then they can scale that item to any item level they want, and the game engine itself takes care of appropriately scaling and distributing stat points among the stats selected.
In his explanation, he openly discussed player demand for the Loyal Companion Gear from the gateway era, and explained that, basically, these items weren't compelling to players because they were interesting items, they were compelling to players because someone (mistakenly? it wasn't clear even to him) weighted the stats on them adding to 2 instead of to 1, giving them exactly twice as many stat points as any other properly designed items of their item level.
I'll openly admit -- I don't know how exactly the game engine scales the items. I don't know whether the engine is taking the Radiant's "Power: 1" and the Brutal's "Power: 0.5, Crit: 0.5" and saying, "Radiant is super specialized in one stat, so gets a penalty," or saying, "Brutal is split between X stats so gets a Y% bonus budget to distribute according to the weighting", or whether, in order to make a Brutal add up to more than a Radiant, Brutal's weighting actually says, "Power: 0.6, Crit: 0.6" to add up to 120%.
But it's likely one of or similar to one of those processes. And if the game engine is off by 5% between an r12 and an r14, that's way more useful information for them to know when being presented with complaints about the stats than just someone saying "my percentage crit gain is lower than i want"
Dead🔪Dead🔪Dead🔪but as terramak said "These values are still subject to potential change".
Dead🔪Neverwinter Census 2017
All posts pending disapproval by Cecilia
I really don't care about "final" values. I'm just following the road: "These values are still subject to potential change, just like everything else on Preview."
If you have any other interesting screenshots, we would like to see them, thank you.
Dead🔪