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Enchanting power scaling is out of control +1 per enchant instead of +% per chant = massive multiply

Zapatos80Zapatos80 Member, Alpha Two
edited December 16 in General Discussion
On high pieces such as legendary weapons each +1 is not much, because the base values are so high. The flat +1 is what makes it broken on all other pieces though. It should be a %, not a flat +1. Because on low level items, the flat +1s means its a massive multiplier.

For comparison, the lvl 10 bluebell garb (chest) is 5 int at COMMON rarity, and 10 int at LEGENDARY rarity. That is a +100% increase in the base stat for going from common->uncommon->rare->heroic->epic->legendary. Quite a fair scaling

The lvl 10 bluebell bracers, for example, at legendary max roll, is 4 int. If you push it to +4-enchant that is 8 int. If you push it to +8-enchant, then it's 12 int. That is a 200% increase in the base stat for going from +0-enchant to +8-enchant.

There is no way that kind of 200% scaling is intended. Now multiply this across 16 pieces and you have a system where enchanting scaling is completely out of control, and more of a power creep than going from common to legendary on many pieces.

It would make a lot more sense if enchants scaled as a % of current stats. IE every enchant gives +2,5% for example. So a +8-enchant would give you +20%, so those 4 int legendary bracers would be 4,4 int at +8-enchant. Much more reasonable scaling than the 200% that is the current 4-int to 12-int. This feels as broken as pre-nerf rarity/quality scaling.

The lower the item, the more egregious the power creep. But it's still completely busted on lvl 10 and even lvl 20 armor, given the low base values compared to each +1.

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Comments

  • VeeshanVeeshan Member, Alpha Two
    edited December 15
    Zapatos80 wrote: »
    With roughly the same gear, at +4 to all, I have 334 Magic Power. Someone with very similar base gear, but all +8, is sitting at 541. That's a bigger difference jump than sitting in full green to full legendary +4 gear (with blue sword).

    This feels completely unintended power scaling, just like the Quality/Rarity scaling was pre-nerf. Will this be tuned properly before Phase 2? Thanks for clarity.

    Enchanting it doesnt do squat
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    here the bonus you get for each enchant
    +1 Physical or magical power
    +1 Attack speed rating
    +1 to each other stat

    Thats it
    So you going from a +4 to +8 in your example will provide +4 magic power so 338

    Like that +9 bow i have gives +9 physical power (Ratings get divided by 3 for actualy bonus) +9 attack speed and +9 dexterity over a +0 Legendary one and it probaly cost me around 150-200g to go from +0 to +9 and thats without any major fails (that deleveled or broke the piece)

    It almost seems like you have compared pre gear patch nerfed +8 with a post patch +4, prepatch i was sitting around the 550 mark in power post patch im around the 350 mark now which lines up with your values
  • Zapatos80Zapatos80 Member, Alpha Two
    edited December 15
    Yep, on a high item such as a legendary bow, it's fine. The base values are high so +1 is not a big %. Redacted original post for clarity. It's the +1 per enchant instead of +% scaling on item per enchant that makes it completely broken on most items, but fine on high items such as the bow.
  • ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
    Feels fine to change this but probably need a bit more power as we level, to many damage nerfs coming in and it does not feel good to play with
  • Zapatos80Zapatos80 Member, Alpha Two
    Yep, just hoping its fixed in time for P2
  • Zapatos80Zapatos80 Member, Alpha Two
    Anyone on test this week can confirm/deny if this has been touched on?
  • zintairzintair Member, Alpha Two
    I hope this whole system gets scrapped.
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