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Galt ✭✭✭


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Member, Beta Testers
  • Re: New Engineer Class

    Engineer looks complex and daunting at first glance, but it can be played pretty simply if you want. It has a lot of flexibility in terms of damage it does and tricks it can use, but at the same time, you don't really need to track afflictions, and the affs it does have - chems and skillshots - are pretty easy to follow!

    A big part of the complexity is in the setup, though, the commodity gathering and crafting what you need. This is especially true of AB COMPOUNDS, which are needed for chems and some of the items. A couple of the commodity requirements for compounds are really awkward though - Quartz, even crushed to dust, is irritatingly difficult to acquire whilst LusterChip and ProsperDust are kind of expensive to make if you don't happen to have hoards of comms, primarily because of the emerald and diamond ingredients. 

    I'll give some examples of costs for chems based on Kins prices below. The spread of which compounds are used in which chems is reasonable - With ClearAsh being a middle-cost compound and most commonly used, and SandFlake (Which uses quartz) tied for least-used with LusterChip (Which is silver plus emerald). The cost per pinch for chems varies from 11g for Incendite to 40g per for Psiloite. Notably, Incendite is cheapest, which is handy - Since it costs 5 incendite per flareshot, so each only costs 55g. Flareshot isn't a skill to spam or use continually, so this is fine.

    Chems aren't used constantly, though they're likely used in every fight for most Engineers. Only some of them stand out as awkward to make - Those that use rarer commodities, like emeralds, diamonds and quartz. It would really help if LusterChip and ProsperDust could be changed to use powdered emeralds and diamonds instead, as this would bring the cost of chems down considerably. I'd suggest maybe 5 pinches of the relevant dust for each, to make a batch.

    The real cost of Engineer is the Stehl. Stehl itself costs 1250g in Kinsarmar and each bar makes 10 shots, for a per-shot cost of 125g. Smelting your own costs 1 sinn, 1 cuhpfehr and 1 isan ingot, at respective costs of 244g, 575g and 244g, for a total of 1063g per bar of stehl. This helps, but it's still going to cost me 106g for every shot I make. The smokeless powder used is negligible, as 10 blackpowder plus 1 clearash makes 50 smokeless powder, so it hardly costs at all. It's just a little awkward to gather the commodities for blackpowder, especially if you don't have general skill Engineering or happen to be a newbie, as the best places for saltpetre are filled with aggro mobs.

    This means each time I fire a flintlock, it's going to cost me a minimum of 100g, up to a max of 165g if using ready-made stehl and an expensive chem. This is a little prohibitive, especially in extended fights. It makes bashing with shot absolutely out of the question, too. For comparison, a pinch of golden bonedust costs around about 15g, and that's still seen as an expensive cost just to use an attack.

    Couple this with the disparity with toxins - Which require no ingredients, simply time to make them in a lab - and it feels like Engineer is way too expensive to use! I'm not including the costs of things like flintlocks, bayonets, gyrocopters etc in this because those are an upfront cost and the consumable items last a couple of hours or for much, much longer, making the cost of them negligible. 

    My suggestion for shots is to add something to inventing higher up to make producing shots much, much cheaper. Something like:

    Moulds (inventing)                        Known: :(
    Syntax:   FASHION MOULD FOR <shot type>
    Extra:    3 stehl, forge
    Cooldown: 5.00 seconds of balance
    Having a mould for a shot type in your inventory will increase the number of shots made from 10 per batch to 150 and you no longer require a forge to make the shots.

    Hydroite          clearash, blackice         95g          19g
    Glycerite         boneslate, blackice        84g          17g
    Cryosite          lusterchip, clearash       161g         32g
    Chlorite          prosperdust, blackice      136g         27g
    Neuroite          clearash, blackice         95g          19g
    Methite           sandflake, clearash        76g*         15g*
    Ephrite           sandflake, clearash        76g*         15g*
    Ironite           boneslate, clearash        109g         22g
    Psiloite          lusterchip, prosperdust    202g         40g
    Aqualite          lusterchip, blackice       136g         27g 
    Dystite           prosperdust, boneslate     150g         30g
    Incendite         boneslate, sandflake       55g*         11g*
    Phosphorite       prosperdust, clearash      161g         32g
    Values marked with * don't include a cost for quartz dust, which is used in those recipes.
    COMPOUND          TIMES USED w/chems
    BlackIce          5
    BoneSlate         4
    ClearAsh          7
    SandFlake         3
    LusterChip        3
    ProsperDust       4
    COMPOUND     INGREDIENTS            COST IN KINS          PER 15/Batch      PER 1
    BlackIce   : 1 Coal, 1 Ice          295g, 236g            531g              35g
    BoneSlate  : 1 Obsidian, 1 Bone     656g, 78g             734g              49g
    ClearAsh   : 1 Sinn, 1 Glass        244g, 656g            900g              60g           
    SandFlake  : 1 Isan, 1 Quartz Dust  244g, ?g              ?                 ?
    LusterChip : 1 Silver, 1 Emerald    244g, 1276g           1520g             101g
    ProsperDust: 1 Gold, 1 Diamond      244g, 1276g           1520g             101g
    Jeremy SaundersWyll
  • Re: Enslavery

    It's not just the damage, though. Taint is generated too fast to be meaningful and the tanking ability of summoner needs looking at, too. There should be some downside to having good damage - And it'll be good even when nerfed. I don't think +2 con and +15% sip should be on one class, because it's too much of a tank buff and means with a highfavour an unartied summoner is rocking 500 health as intelligent, with notably stronger sips than others.

    As for Bard, it does need nerfs. I'm not even going to talk about it in this thread though, heh.
  • Re: Improving Imperian

    What about level-limited landmarks, or landmarks set by allies, or landmarks set by orgs with a level requirement to see them? 

    That way newbies won't get overwhelmed.
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  • Re: Artifact Dirks and the Death of Percentage Affliction Scaling

    I just want to chip in:

    This is exactly why the dirk was my first big artifact. People said they sucked, but the ability to push affliction rate well past what people could hope to cure was amazing. It still is. Some small efforts have been made to temper it - when illusions were still a thing and changed to allow two sets of illusions per dstab, they weren't tweaked to let fast statpack plus a level 3 dirk get in two illusions, so that slowed me down a tiny bit.

    But as long as the dirk exists, the renegade and saboteur professions will be in an awkward situation where they're either balanced so the dirk isn't disgusting, and suck without it, or they're ok without it but the dirk renders them unstoppable.