If your damage/damage resistance/threat generation/healing is increased, does it really matter what %s are shown in your character sheet ?
Yes it matters, TIL unlocks the gates to content, particularly End Game content but it's your Total % Values that determine how effective your Chr is in scaled content which is basically everywhere else
The fact that the combat enchantment adds more damage/damage resistance than the stat loss is not relevant ?
If your damage/damage resistance/threat generation/healing is increased, does it really matter what %s are shown in your character sheet ?
Yes it matters, TIL unlocks the gates to content, particularly End Game content but it's your Total % Values that determine how effective your Chr is in scaled content which is basically everywhere else
The fact that the combat enchantment adds more damage/damage resistance than the stat loss is not relevant ?
I'd rather keep my negation, which has more damage resist, and the option on weapon enchant at same time of bronzewood, frost, etc.
T he combat enchant replacing weapon/armor, is 4k IL in the rank 4 box and 5k IL maxed, and gives no combined rating.
Weapon and armor enchants don't have combined ratings now...why would they randomly add it now?
1.6k IL hurts, but you got both enchants and what they did. Now it's 5k IL, and effectively does less in my opinion. So you lose 3.4k there(or 3.4% on each stat), the 160 combined rating on each of 6 runestones(960 combined rating), and the addition of the bonus, that has no combined either. I couldn't see at work that weapon/armor enchant. Also the enchants give 150 more IL than combined rating on each. Altogether, you lose 1.35k there, 1.5 on runestone, 1.5k on bonus, and 3.4k more on combat. So that's 7.75k IL more than rating(we lose % from that spread), and we get 18k more stat across 10 stats to balance, or 1.8k each on avg. That means we're in the hole 5.95% on each stat.
2
arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
Again, why would they randomly add combined ratings to something that never has had it in the first place?
Again, why would they randomly add combined ratings to something that never has had it in the first place?
Or raise it from 1.6k IL with none to 5k with none, and making the player lose 3.4% more stat.
Ok...Let's add Combined rating to everything so that stats on gear mean absolutely nothing. Who cares about balance and choice?
And what choice, the enchants are a fraction of the choice of what they were(no more 3 way split or working your build for fine tuning), the weapon/armor enchants are 6 total now and we get to pick 1, runestones don't help healers or tanks anymore if they trying to get awareness, etc. Making items stronger they are doing(and we pay), with less choice and flexibility, and at same time making DPS squishier, tanks do less damage, and heals get nothing.
Refinement and Enchantments are undergoing some big changes. We read the feedback on enchantments not being meaningful enough in terms of item level and stats, and how the unslot cost was a tedious aspect of changing gear. We also had a wide variety of enchantments, but many were hardly used. We took that feedback and data, looked at the refinement system, and made changes we are excited to share with you.
No More Unslot Cost In the new refinement system there is no more unslot cost for enchantments. In fact, there are no more enchantment slots on gear. Instead, players now have an enhancement page on their character sheet. Add and remove enchants from this page with no cost.
The enchantment page has the following enchantment slots: 4x Offense Enchantments 4x Defense Enchantments 1x Utility Enchantment 1x Bonus Enchantment 1x Combat Enchantment 2x Overload Enchantments And on the Companion sheet you will find a slot for a Companion Enchantment
With these new slots come all new enchantments with higher item levels and some new options. There are 5 ranks to the new enchantments. Existing enchantments can be exchanged for the new enchantments at the antiquities dealer.
There is only one type of companion enchant with this change. It will increase companion damage or if it is an augment companion, it will increase the value of the bonus stats from that companion.
Exchange Cost New Enchantment Choice Pack Cost All Enchantments - Rank 1 30 All Enchantments - Rank 2 60 Combat/Companion – Rank 3 90 Combat/Companion – Rank 4 120
The current item level of a rank 15 enchant on live is 200. A rank 2 enchantment in the new system is 600 Item Level which is why it takes 3 rank 15s to convert into a rank 2.
Don’t have a lot of high level enchantments lying around to exchange? Not a problem! You can also buy the exchange currency directly with AD to get a head start on the new enchantments.
Preservation and Coal Wards
Preservation wards in the new system are the same items they’ve always been, but they are used slightly differently than before which we will discuss in the next section.
Coalescent Wards have a new icon and are now called Coalescent Motes, but are also the same items they were before and work in the same way.
There are new Motes as well which when used will add their percentage bonus to the chance of success. These motes increase the chance by 1%, 2%, 5%, 10%. The lowest tier can be bought in the refinement sage shop in PE. The other tiers can drop in dungeon end chests.
New Upgrade UI With these changes we also reworked the upgrade UI. In the past we had several different upgrade UIs depending on the item being upgraded and what items it turned into. We have combined all of this into a single UI that is universal to all items.
Each upgrade will have up to 3 components, each of which can be protected by a preservation ward. If the upgrade fails, 1 of the components is chosen at random to be destroyed, unless it is protected by a preservation ward which will get destroyed instead.
There is a percentage chance of success and a mote can be slotted to increase that chance, with a coalescent mote still raising the chance to 100%.
With this system there is no longer partial refinement point filling of an item. All of the refinement points are needed upfront and it goes directly into a chance to upgrade. Existing items with partial refinement points in them will have the refinement points refunded to the owner on login with these changes. If you are at max refinement points of 50,000,000 then you will need to spend some of that ahead of the update to receive the refunds.
Artifacts/Artifact Equipment If every item is now using the same refinement window, what does that mean for artifacts and artifact equipment? These items are no longer upgraded by ranks and instead are upgraded in full quality tiers each time. Some items received an item level increase during this change over.
Weapon/Armor Enchant Effects With these changes we have separated weapon and armor enchant effects from the enchantments. Instead we have added new slots to the appearance tab where you can slot both a weapon and an armor visual effect. Exchanging existing armor and weapon enchantments will also give you one of these matching effect items so you both have the visuals you had access to before and have new flexibility in how your character looks.
Will I have to figure this all out before I can play again? We realize changes of this size can be disruptive and may even feel overwhelming at first. To help with this and to let people play as they normally would when the update goes live, characters will get temporary enchantments equipped automatically. These enchantment have the item level of rank 4 in the new system and give a range of balanced stats. They last 7 days before disappearing, at which point you’d want to have exchanged your old enchants for new ones to take their place.
With this release to preview work is still ongoing and some things may not function as intended or may still have adjustments to values before going live.
We welcome all feedback and bug reports.
3 rank 15s for 1 rank 2 is destructive to builds. I have all but a couple of my slots with rank 15s on live i go to preview and get best possible i can i end up with lower il lower percentages and lower ratings! Not just .1 or .2% but 1% or greater. Lower hp on tank load out lower damage on dps every thing is just lower. The last time you nerfed things this bad when you removed ls and ruined countless peoples builds how many players did you loose after 10 to 30k nearly over night? To put together a well built ls build costs $100s or literally 1k hours + play time minimal. I spent a fairly large sum of money on my build. Now to just get my char playable again i spent a couple 100 more and all of that is about to go out the window again. This is a massive mistake on your part you will loose 1000s of players again.
Most players never post on forums or to your twitter posts. You have maybe 10% of players who actually take the time to ever post on a forum i rarely post here i think this might be my 3rd ever post since 11 2016 when i joined the forums.
I am telling you if you keep the exchange even close to what it is now you will loose a huge number of players! you are effectively resetting our chars to a state where they were $250 usd previously or about 800 hours ago
7
arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
You can chose to use the higher ilevel item, gaining in damage and HP, or use a lower one (or have nothing) and not lose your other stats. Also if everything has the same item level as Combined rating, all the stats will just hit the cap, making the addition stats on gear/enchantments useless.
You can chose to use the higher ilevel item, gaining in damage and HP, or use a lower one (or have nothing) and not lose your other stats. Also if everything has the same item level as Combined rating, all the stats will just hit the cap, making the addition stats on gear/enchantments useless.
@arazith07 why no comment on removal of combined rating off runestones? Just curious.
Oh idk, because it falls under the same argument we've been having? And no I don't think that combined rating should be removed from everything. However with runestones, they now act like weapon/armor enchants and mount collars in where they give something that isn't just a stat.
@arazith07 why no comment on removal of combined rating off runestones? Just curious.
Wouldnt it be better if you showed an actual example of the stat loss you are so worried about instead of making claims without any form of documentation ?
@arazith07 why no comment on removal of combined rating off runestones? Just curious.
Wouldnt it be better if you showed an actual example of the stat loss you are so worried about instead of making claims without any form of documentation ?
And fudge a screenshot like you did by stacking 1 enchant...sure...not in game, youll get your screen shots, just like last one for chart, glad you ignored.
@arazith07 why no comment on removal of combined rating off runestones? Just curious.
Wouldnt it be better if you showed an actual example of the stat loss you are so worried about instead of making claims without any form of documentation ?
And fudge a screenshot like you did by stacking 1 enchant...sure...not in game, youll get your screen shots, just like last one for chart, glad you ignored.
What do you mean "fudge a screenshot stacking 1 enchant" ? I can teach you how to work with the new system if you want ?
@arazith07 why no comment on removal of combined rating off runestones? Just curious.
Oh idk, because it falls under the same argument we've been having? And no I don't think that combined rating should be removed from everything. However with runestones, they now act like weapon/armor enchants and mount collars in where they give something that isn't just a stat.
So to you it makes sense to remove from runestone combined rating and not add to bonus enchant...which makes dps squishier, tanks hold less threat, and healers best to not upgrade, as nothing helps them. I never said add combined rating equal to IL. I don't think it's right with changes, to make it so we're suddenly short from runestone, bonus, and combat(even more now than before) and it does less and restricts choice, and we get to pay coal wards to experience.
@arazith07 why no comment on removal of combined rating off runestones? Just curious.
Wouldnt it be better if you showed an actual example of the stat loss you are so worried about instead of making claims without any form of documentation ?
And fudge a screenshot like you did by stacking 1 enchant...sure...not in game, youll get your screen shots, just like last one for chart, glad you ignored.
What do you mean "fudge a screenshot stacking 1 enchant" ? I can teach you how to work with the new system if you want ?
I'm good man, I don't want thread closed due to moderator, which i know is your goal. Still curious on threat generation...if tanks go up 15000 IL and get 1.5 base damage, thats great...dps also go up 15k IL and get 1.8k base damage, but that helps tanks.
@arazith07 why no comment on removal of combined rating off runestones? Just curious.
Wouldnt it be better if you showed an actual example of the stat loss you are so worried about instead of making claims without any form of documentation ?
And fudge a screenshot like you did by stacking 1 enchant...sure...not in game, youll get your screen shots, just like last one for chart, glad you ignored.
What do you mean "fudge a screenshot stacking 1 enchant" ? I can teach you how to work with the new system if you want ?
I'm good man, I don't want thread closed due to moderator, which i know is your goal. Still curious on threat generation...if tanks go up 15000 IL and get 1.5 base damage, thats great...dps also go up 15k IL and get 1.8k base damage, but that helps tanks.
I dont think the moderators will close the thread for me offering to help you.
How does tank base threat generation compare to DPS base threat generation ?
Are you trying to tell me that increasing item level is not increasing threat generation ?
@arazith07 why no comment on removal of combined rating off runestones? Just curious.
Wouldnt it be better if you showed an actual example of the stat loss you are so worried about instead of making claims without any form of documentation ?
And fudge a screenshot like you did by stacking 1 enchant...sure...not in game, youll get your screen shots, just like last one for chart, glad you ignored.
What do you mean "fudge a screenshot stacking 1 enchant" ? I can teach you how to work with the new system if you want ?
I'm good man, I don't want thread closed due to moderator, which i know is your goal. Still curious on threat generation...if tanks go up 15000 IL and get 1.5 base damage, thats great...dps also go up 15k IL and get 1.8k base damage, but that helps tanks.
I dont think the moderators will close the thread for me offering to help you.
How does tank base threat generation compare to DPS base threat generation ?
Are you trying to tell me that increasing item level is not increasing threat generation ?
Increasing that does help, but DPS also go up that same amount, and get a .2 multiplier also. If they go up as much as tanks, and get squishier, losing def stats. Also going to lose % on offense stats if tank, working on your screenshots.
Have you been on preview and played around with things? Acquired some of the new gear? Because I've been over there quite a bit and I'm not struggling at all even though I don't have any stats at 90% right now. (Not that I do on live, but it's never stopped me from running any of the content successfully, often as top paingiver and I'm a wizard.) I've done the first leg of the campaign twice now. Once with my normal gear and only exchanged enchantments and once with upgraded enchantments and new gear. I didn't feel like either build was lacking, but the 75k does feel good.
@noworries#8859 is obviously paying attention. Legitimate concerns like rank 8 & 9 armor/weapon enchants being able to convert to illusions, trading in MoP's for AD (hope you don't plan to get zen from the exchange any time next year) and creating account mythic enchants so your alts don't fall behind (not like they were ahead with rank 9 enchants) are pretty good resolutions imo. But you're just beating a dead horse with this combined rating on 3 enchants. Your feedback has been read, it's why he acknowledged combined rating in his post. Arguing isn't going to change anything.
I'm not some Cryptic boot licker. I'm sure Julia is sick of me bitching about VoS RNG every other week (still waiting for that reply @nitocris83 ). But this change isn't all the doom and gloom some people are making it out to be. If you're reading this and haven't copied over your character, go do it. Copy it over a couple of times. And play with the new system. If your best enchants are rank 9, vendor is in the Adventurer's Guild. 100k for a rank 1, not the 1 million as stated in another post.
You dont understand math then, and you know exactly what i mean, cause you had rainer and mod jump inthread after you said something you shouldnt have. That sum it up
Comments
Weapon and armor enchants don't have combined ratings now...why would they randomly add it now?
1.6k IL hurts, but you got both enchants and what they did. Now it's 5k IL, and effectively does less in my opinion. So you lose 3.4k there(or 3.4% on each stat), the 160 combined rating on each of 6 runestones(960 combined rating), and the addition of the bonus, that has no combined either. I couldn't see at work that weapon/armor enchant. Also the enchants give 150 more IL than combined rating on each. Altogether, you lose 1.35k there, 1.5 on runestone, 1.5k on bonus, and 3.4k more on combat. So that's 7.75k IL more than rating(we lose % from that spread), and we get 18k more stat across 10 stats to balance, or 1.8k each on avg. That means we're in the hole 5.95% on each stat.
Fair enough, why take them away from runestone?
Or raise it from 1.6k IL with none to 5k with none, and making the player lose 3.4% more stat.
Ok...Let's add Combined rating to everything so that stats on gear mean absolutely nothing. Who cares about balance and choice?
Glad you ignored the removal from runestones and not being added to bonus enchant, which is the real problem, that 3% also combined.
And what choice, the enchants are a fraction of the choice of what they were(no more 3 way split or working your build for fine tuning), the weapon/armor enchants are 6 total now and we get to pick 1, runestones don't help healers or tanks anymore if they trying to get awareness, etc. Making items stronger they are doing(and we pay), with less choice and flexibility, and at same time making DPS squishier, tanks do less damage, and heals get nothing.
Most players never post on forums or to your twitter posts. You have maybe 10% of players who actually take the time to ever post on a forum i rarely post here i think this might be my 3rd ever post since 11 2016 when i joined the forums.
I am telling you if you keep the exchange even close to what it is now you will loose a huge number of players! you are effectively resetting our chars to a state where they were $250 usd previously or about 800 hours ago
why no comment on removal of combined rating off runestones? Just curious.
How does tank base threat generation compare to DPS base threat generation ?
Are you trying to tell me that increasing item level is not increasing threat generation ?
I made a chart that will help you just as much with that calculation as the one you posted :
@noworries#8859 is obviously paying attention. Legitimate concerns like rank 8 & 9 armor/weapon enchants being able to convert to illusions, trading in MoP's for AD (hope you don't plan to get zen from the exchange any time next year) and creating account mythic enchants so your alts don't fall behind (not like they were ahead with rank 9 enchants) are pretty good resolutions imo. But you're just beating a dead horse with this combined rating on 3 enchants. Your feedback has been read, it's why he acknowledged combined rating in his post. Arguing isn't going to change anything.
I'm not some Cryptic boot licker. I'm sure Julia is sick of me bitching about VoS RNG every other week (still waiting for that reply @nitocris83 ). But this change isn't all the doom and gloom some people are making it out to be. If you're reading this and haven't copied over your character, go do it. Copy it over a couple of times. And play with the new system. If your best enchants are rank 9, vendor is in the Adventurer's Guild. 100k for a rank 1, not the 1 million as stated in another post.
I dont know if I understand that company part ?
https://cdn.discordapp.com/attachments/696073332537163799/920140316554719302/Proposed.jpg