0.9.12 Information and Incomplete Patch Notes (Updated)
Yeah I'm against having map drops effected by IIQ on your character, as it makes it "required" to do maps, as the main reason to do maps is for exp and more maps, gear, currency etc. while important, is secondary to me.
This would allow me to have more combat based gear and not really hurt the group as a whole. |
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The thing with map drops is, on average you need to do X level 60 maps to get a level 61+ map. Then you need to do Y level 61+ maps to get a level 62+ map, then Z level 62+ maps... and so on.
The math is more complicated than this, because you can skip tiers, but essentially, you need to run X*Y*Z*[...] and so on maps to be able to do a level 68+ map. The factors X, Y, Z, etc. are all affected by IIQ currently. If you have 100% increased quantity (twice the amount of maps), you will need to do (X/2)*(Y/2)*(Z/2)*[...] maps instead. To illustrate the effect, if we assume that skip tiers, such that we do X level 60 maps for a level 62 map, Y level 62 maps for a level 64 map, Z level 64 for a level 66 map and finally C level 66 maps for a level 68 map, that means that we have four coefficients that are halved. In this case, someone with 100% quantity will effectively be running 2^4 = 16 times as much level 68+ maps as a character without quantity. If a character has 200% quantity, he will run 3^4 = 81 times as much level 68+ maps as a character without IIQ. Note that it is likely much worse, because the chance of obtaining a map 2 levels higher than the one you are running are much lower than getting a map of only one level higher. This results in more coefficients that are affected by IIQ. My apologies if my explanation is rather unclear. In any case, my conclusions are that the importance of IIQ is ridiculously high at the moment. So high, in fact, that I don't 'waste' any level 62+ maps on my characters without high IIQ and that I'd recommend sacrificing any other stat, even IIR, for every bit of IIQ that one can find. |
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Requesting item level on the tooltip.
Love the new frame btw. |
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" +1 FFA loot = Single Player Game
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Over all a good patch but the major nerf to the life regin will ruin blood magic melee builds.
i can't understand what was the reason behind this except to destroy some builds that you thought was OP. FFA loot = Single Player Game
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" make sense as it was crazy OP if you took a ton of elemental/fire/aoe passives and had high pierce as a witch or templar lets say. possibly means exploding arrow goes back to a better ranger skill vs bow witch/templar. ~SotW HC Guild~
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" +1 I Holded Life at 800hp (total hp 2500 i think) running a lvl 12 rightous fire with my old build, i had not enough HP or Def to stand against merciless act 2 monsters. With Low level Uniques Items, i was about to make some changes to get more def, by replacing an unique amulet that gives 1% life Regen at 35% hp, Kinda Hard to make it worth now. |
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" It doesn't work this way, unfortunately. The game and the web site passive skill planner run from the same data. When we deploy the new patch, both update to the new tree. In the future we may look into supporting a current tree and a future tree, but that's extra work that would just delay important stuff! | |
" I have read through most of the posts and have not seen an answer regarding this change. Can you please explain to us how having IR will affect the 3 nodes "Leather and Steel" (24% bonus to evasion and armor) and "Evasion and Armor" (8% bonus to evasion and armor). Will taking these talent points only receive the bonus to the evasion part and then translate into armor with no +armor benefit from the passive or something else? I only ask because once talent points are being reset I don't want to waste point into something that no longer has the same benefits. -Thanks Last edited by katface#6957 on Sep 2, 2012, 1:43:38 AM
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" Ctrl-C Ctrl-V Unplug from beta Plug into alpha ... I'm guessing it's not quite that easy however. |
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