Quote (njaguar @ 21 Jul 2018 06:57)
I'm going to make a change to the market at some point. I'm sure the solution won't satisfy everyone, but here is the problem and some of my current ideas at a solution:
- When items expire off the market, they sit there until you take them back onto a character.
- When a ladder resets, all items are marked as expired, and will sit there the same as above.
There is no purge happening on these, currently, so the tables have ~150k items, and 99% of them are expired.
The market is not intended to be a free storage mechanism!
With that in mind, here are a couple of solutions:
- At ladder reset, delete all items on the market that are expired from the previous season. This seems easiest, but most annoying because ladder seasons are highly variable.
- Delete items on the market that have sat expired for X amount of days. This seems most fair, because there's a known "get your gear before X" policy.
The reason this is required is I've been wanting to do a backend storage overhaul for probably a decade, but have been hamstringed by so much idle data floating around that will negatively impact any decisions on it.
The second one definitely sounds to be the most fair option and honestly makes alot of sense.
Quote (njaguar @ 21 Jul 2018 08:51)
Playing with this now:
- Quick Draw now decreases the next attack time by 75% (from 50%)
Thats awesome!
Quote (njaguar @ 21 Jul 2018 09:29)
Also playing around with a new Life Steal methodology:
- It is modified by the lesser of (monster difficulty %) and (101 - Your Level) for % effectiveness. For instance, at level 31, you have 70% effectiveness maximum. Normal mobs are about 30-40% difficulty, EPs are ~80%, Wells, and other special mobs (objectives) are 100%+ (LS does increase above 100%). This also has a minimum cap of 25% effectiveness.
- It cannot heal more in one shot than whatever the effective % of your max HP is. For instance, let's say you have 5% LS, effective at 2% (level 71, fighting a regular monster), it can only heal a max of 2% of your total life. If you have 2k life, that means it will heal no more than 40hp per hit. Of course, that means your hit has to be at least 2k damage, and the monster had to have at least that many HP.
- It continues to use if < 1 HP, heal at least 1 HP.
- It removes the variable 1% to X%
Also, some monsters cannot have life stolen from them. (Undead, etc).
It's pretty complicated math, so my apologies for a convoluted explanation. Perhaps others can break it down and explain it a bit better.
Anyway, this isn't for sure going in the final release yet. It seems to have a better net effectiveness than the current algorithm, however.
TL;DR: This is a buff to Life Steal without being insanely OP.
Whoa the return of Lifesteal builds looks very promising! This is really cool and I love that you included the math behind the stats! Are all the sidemods supported by complex math like this? If so would you consider shedding light on their formula as well?
Quote (njaguar @ 21 Jul 2018 10:54)
You mean this?
- Recipient Heal Mastery now adds into the bonus to the amount healed if someone else heals you
Maybe I forgot to post it. (New feature for this version)
Whoa!!! This is sweet!! I know there are several nice tank armors with HM on them and they just became soooo much more useful
Quote (njaguar @ 21 Jul 2018 11:22)
- Jubilance now gives +Experience every time you hit a monster, calculated as roughly Jubilance * Monster Difficulty %
With 2 jubilance, I'm getting about 64-80 xp per hit on regular mobs. Yeah, not a lot, but it adds up, especially if you're grinding it out!
Happy happy!
Wow thats cool
Just think of having a good amount of jub (5-10 or so) and using multi-strike/cast on a full 9 wave! You would definitely be able to see the boost of XP! This stat might actually prove to be quite useful in the future
Quote (njaguar @ 21 Jul 2018 11:43)
Hit = anything that damages a monster.
edit: Damn I'm unlucky. T9 robe, no good for my barb. This is from about 1 level worth of playing at ~35 -- solo
T1 [22]
T2 [15]
T3 [14]
T4 [12]
T5 [7]
T6 [7]
T7 [8]
T8 [4]
T9 [2]
T10 [0]
T11 [0]
T12 [0]
Oooo Solo drop stats are looking good!
Quote (Bob888 @ 21 Jul 2018 11:55)
1- Here's a question. I assume acc. slot charm is designed for heal charms only. Is there any other mod besides EE that you may implement usable in the accessory slot?
2- Will axes always crit much more often than all of the other weapons and clubs critical hit the least?
3- Will there be a cap on healmastery? If there wasn't a tank could use a high healmastery armor and he would take much more damage but would require less heals so it would be about the same idea as a tank (sandbag) conceptually.
4- will any classes receive any type of buff such as head hunter or alchemist? It feels like achieving these classes should feel more rewarding. The penalties are hefty. If Headhunters could start with maybe 45 vitality it would make them feel so much stronger. If Head hunters could use another weapon type we would see more diversity in terms of weapons. Every other melee class can choose between 3 or more weapons. HH only has 2 which are both axes. If Alchemist had a special ability like spin detection or something that would be really cool and more dynamic/ want people to reach this class more.
1 - would love to know this as well
2 - I believe the crits were based off the ratios so it might just be that the ratio for axes being so much easier to hold true to makes this happen. Daggers/clubs actually can never achieve the perfect ratios of 90/10 or 10/90 which would be why you see less crits from those.
3 - Would love to know this as well
a noob tanker might be able to get away with mass HM which would be quite a bit cheaper than godly ee items.
4 - How can you complain about HH? Its the best melee character in the game by far. The only one that comes as a close second is samurai due to it being the class that actually gets multi-strike.
Quote (Apot @ 21 Jul 2018 12:48)
@Paul,
Why doesn't vitality the stat on gear give you life?
Ive always wondered this
Also why the vit added from sneaky does not give life retroactively like you get when putting in vit stat points at later levels.
This post was edited by Cheeya on Jul 21 2018 03:55pm