Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Enchanting power scaling is out of control +1 per enchant instead of +% per chant = massive multiply
Zapatos80
Member, Alpha Two
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.
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.
4
Comments
Enchanting it doesnt do squat
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