#[Official] Champion's Apotheosis
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There's a reason why Ascension hunting attracted people from the outset. Players do want bigger things to hit.
I should've put this mechanic into place when I initiated Ascension, though.
The challenge doesn't have to be in the content itself...you've had multiple people here talk about the different things they enjoy about MA groups, despite the lack of a challenge, right?
I think CA adding a layer of difficulty to groups is a good thing. I think there have been some decent options presented, but not knowing the code works makes it difficult to really say “hey this is a good idea”
I don't think the health pools and such make sense, especially with how they'd have to be recalculated, but I am listening to alternatives.
I also think that resistance is pretty clearly not as much of an issue, feels-wise, as the crit cap.
(Tell me if I'm misreading that.)
I think with challenges there should be more reward. Grinding for 10k kills to get a gemstone being made more difficult doesn't really seem like a great idea. Now if making them more challenging brought down those numbers needed to get a gemstone. then I'd think that would make me think twice about this.
I agree with this.
I also agree that... your combination of effects so far (AS and DS buffs, minimal adjsutments to CS and TD (maybe none) ,and some adjustment of reistance) is the best "soup" of options increase difficulty without feeling like a penalty.
I also appreciate and reespect your solciting feedback on things that feedlbad, like flares... which you adjusted.
(I am also mid-cold-&flu-thank-you-Nyquil), so typing and coherency is affected
There's always a little threading of the needle in trying to get to ground truth on an issue like this. It's inescapable that any time we make a change, there are some folks who:
a) Threaten loudly to quit
b) Make incredibly passionate arguments
c) Throw everything in their arsenal at getting us to reverse the change
And sometimes they're right, and sometimes they're just being reactive. (This is not an attack on anyone and I would appreciate it if it's taken in the spirit of full transparency on my thoughts here.)
I think we've largely avoided a on this issue, which I appreciate so very much.
(Although I suspect you all know me well enough at this point to know that I'm not just looking to pee in people's cereal.)
If ceilings make certain gear unappealing to people who group it narrows the pool of people to sell to so it does have an impact on sales value beyond the personal perception of value. That being said I definitely could feel the difference in crits from blessing flares when testing which makes it feel less worthy of the pricetag I paid for them.
That makes sense.
I like the idea of some random blunting of attacks (rather than constant blunting) through a crit ceiling. I think it can be done more deftly than what's on test so that creatures feel a little tankier.
There's also some give-and-take on this. I'm pretty passionate about wanting more group mechanics that reward the feeling of taking on challenges together, like trying to make physical and magical tanking more of a reality in the future.
I think that goal would be an excellent effect:
So I'm looking at this through the lens of future development ideas, too.
It seems to me that if the concern is people grouping up and not finding the content challenging enough, we need some content geared towards groups, rather than trying to balance solo content for groups. I think we have some good examples of fun/challenging group content but certainly not enough.
Definitely appreciate the ongoing dialogue, Auchand. I’ve hopefully been pretty consistent in my stance that I think CA as a concept is totally fine. I do think that grouping trivializes things a bit too much, so the added challenge is understandable, and even welcome in my case. I like things living longer, it gives me more chances to flare after all! I also don’t have a problem paying the death tax, deeds are a resource that should be spent occasionally.
My only hangup with any of the implementation is that even though I might have an overall increase in flare volume due to the increased durability, each of those flares has felt very diminished. Mind you, I don’t generally view FlareStone as a particularly good way to increase efficiency in the first place (previously mentioned inherent crit caps and randomness, won’t rehabs), and they rarely outright kill even outside of CA.
Yeah, part of why I pulled back from the hard crit/damage padding approach that we had originally tested was seeing just how bad it was in the live game with regard to flares.
For the record I am not asking you not to do the AS/DS/TD/CS changes. Can deal with those through upgrades either through XP, $, or coins.
I really like the chance-based component idea
"...1 point of damage!" is the proverbial urine in one's hypothetical morning serving of Mular-Os.
Is that issue with flares the same reason that spells like 317 that have a "flare-like" component (the chance for a 2nd plasma critical round based on religion lore training) felt particularly hard hit?
If you paid $1k for that flare to even happen in the first place it feels extra not great.
Which, tbh, this has painted a target on it for me. (That doesn't mean I will change it, but it really, really bothers me.)
Bring on the bard review! Looking forward to it! [Edit: I mean this, but bring it on its completion, not just one spell]
(and I will admit I have deferred considering gear upgrades or purchases on my bard... because I know that will affect things and choices I would otherwise make)
I think there are other potential things that could eventually be done in Ascension areas, like having powerful minibosses come attack you if you kill too many creatures too quickly.
Those would be more of a clear challenge without nerfs involved.
(I want to be clear that I'm not being coy here, and haven't coded any such thing.)
Are large groups killing proportionally faster than if the group was broken up into a bunch of singles?
So a group of 17 kills over 17x more mobs than a solo?
MA groups aside, are you not worried that this mechanic may discourage normal spontaneous group forming in GS? People who might look for a hunting partner may not want to feel nerfed alongside that choice?
Yes.
Some people will surely group just for the fun of it regardless - but I'd expect some will feel less inclined to join/make groups if they know it's going to have a negative effect on their "power".
I don't really think so. It's still such a huge benefit to hunt speed, no?
17 solos would kill more than a group of 17 and I don't think it's even close unless the 17 solos were all low end characters.
Is the issue with MA'ers bringing too many gemstones to market? I know I have more opportunity to get more but I also have to SEARCH 17x more mobs (on average) to get them, which if it was just based off a similar system like the fragments are like Leafi said up above I could see where you just need to damage it to have an opportunity to get a gem. But I need to search on average 17x more then the average group, which I can only do by playing more then the average person.
No, I would've mentioned that as a concern if it was.
I agree completely. It’s very diminishing returns after 4 or 5 characters in my estimation
It’s why I’m consistently amazed at the numbers solo Gemstones hunters put up every week
Also with the changes, my (depending on the mob) will go through a full rotation before they kill something with the padding in place. Its very mana intensive currently, which I think if I invested the extra $8k/year in to one character they would probably be much more powerful then the group currently with the changes, but thats not how I would enjoy playing and I would get bored very quickly
I feel called out here!
Yeah, I think I agree with that exact estimate. (And I only say "I think" because I went through enough years of and variations on Duskruin Arena trios to suspect that a completely optimized trio might be almost impossible to improve with an additional character.)
That’s been the crux of all this for me. What percentage are groups overtaking the average solo? Is a group of 10 killing 15x the number of mobs as a solo with a comparable investment as the group of ten?
If that’s the case seems like the fuzzy numbers are to try to bring a proportional increase in ttk to make it “fair”. Difficulty is a similar but different topic.
I do think the logic on 17 characters is probably right only because it's unlikely that a creature is going to survive 17 attacks.
We're never going to have clear numbers on stuff like this. GS is just way too complex to do a "change A, get B."
(As 1030 proved!)
Even TTK by class can vary pretty wildly from poll to poll.
And, as people keep pointing out, the colossal disparities in gear.
Under the old creature spawn mechanics, I think they probably were just by virtue of having way more spawns (and way more consistent spawns, for that matter). Under the new mechanics, no way, which is a point you see someone like Tsalinx call out in saying that the mongen changes alone already handled a lot of the gap.
What is a good TTK script if there is one? I am curious now.
Just because data can be fun here are the numbers of blessing lore flares on prime v test today:
------------------
Metric Prime(solo) Test(Group:5) Difference
Total Instances 1137 609 -528
Avg Damage 17.7 12.28 -5.42
Crit Rank Distribution (Count / %)
----------------------------------
Rank Prime Test Diff (%)
No Crit 1 (0.1%) 0 (0.0%) -0.1%
Rank 1 266 (23.4%) 187 (30.7%) 7.3%
Rank 2 219 (19.3%) 173 (28.4%) 9.1%
Rank 3 181 (15.9%) 114 (18.7%) 2.8%
Rank 4 172 (15.1%) 86 (14.1%) -1.0%
Rank 5 150 (13.2%) 39 (6.4%) -6.8%
Rank 6 87 (7.7%) 10 (1.6%) -6.1%
Rank 7 24 (2.1%) 0 (0.0%) -2.1%
Rank 8 30 (2.6%) 0 (0.0%) -2.6%
Rank 9 7 (0.6%) 0 (0.0%) -0.6%
Location Distribution (Top 10 by Prime)
---------------------------------------
Location Prime Test Diff (%)
nerves 403 (35.4%) 168 (27.6%) -7.8%
chest 74 (6.5%) 79 (13.0%) 6.5%
right arm 66 (5.8%) 30 (4.9%) -0.9%
left leg 62 (5.5%) 26 (4.3%) -1.2%
left hand 61 (5.4%) 28 (4.6%) -0.8%
right eye 56 (4.9%) 34 (5.6%) 0.7%
abdomen 55 (4.8%) 34 (5.6%) 0.8%
right leg 55 (4.8%) 24 (3.9%) -0.9%
left arm 55 (4.8%) 22 (3.6%) -1.2%
head 54 (4.7%) 36 (5.9%) 1.2%
neck 50 (4.4%) 40 (6.6%) 2.2%
back 50 (4.4%) 28 (4.6%) 0.2%
left eye 48 (4.2%) 26 (4.3%) 0.1%
right hand 47 (4.1%) 34 (5.6%) 1.5%
No Crit 1 (0.1%) 0 (0.0%) -0.1%
But I think an extra character could bring along a safety net or utility that aids the group to deal with unexpected things.. a few paladin auras, a few monk focus spells. They may not directly attribute to kill speed in DR (which also restores mana and health after every group), but they contribute to longevity, utilty, and... fun!
What is group size? Data needs context!
Flare affinity definitely gets devalued with the crit reduction since one of it's two selling points is rank 5-9 crits.
Normal weighting is bought into with the idea of crit randomization - which is different than Flare affinity, which was bought into with a clearly defined crit window.
Ha sorry was following up on an earlier post, Prime Solo so optimal best case vs 5 on test
Heh, if nothing else, 35.4% nerve damage in live is really putting into perspective how crazy lightning flares are.
This is awesome.... we need more data like this!
Good to clearly see how the crit distribution tightens in
Raw damage has 30.6% reduction from the average (17.7 down by 5.42)
I think when people say they want a challenge, they can easily get that by going into the harder areas of HW or even SG. If this is making things challenging why can't this only exist in future areas of ascension where people have the option for more challenges if they want to.
Part of that is due to the reduction that you get by removing ranks 7-9
Exact numbers are tough for sure. So many moving parts but some amount of quantifying might be helpful to determine a reasonable outcome.
Some scaling of danger seems reasonable to me. Extending TTK seems a primary goal. I think raising defenses by alot probably over impacts entry into an area that was already designed for mobs to get debuffed.
Alot feels like the current numbers for offense and defense. Some is some mid point between all or nothing.
Best I can do from a phone. Good luck folks.
Yeah, I agree. "raw damage" was poor choice of words there. because damage includes crit damage, which is based on rank. (Dayquill here)
I've put in some tweaks on Test that I'd like some feedback on. Will keep adjusting there.
(Actually, give them a minute or two to settle here.)
Okay, ready.
So, with a precursor that I have zero personal investment into lore flares, flare affiinity, or comparable things in the price range.. .and I do not see that ever changing by my choice.
I personally have no issue with a a select few things exempt for CA. They are rare, they are paid for, and they are difficult to balance with everything else.
I do recognize a possible perception problem in creating a perception of pay-to-win. While Simu does offer these rare materials... (which don't exist outside our imagination and lighter pocketbooks), I have never had the perception that they were offered as "needed" to do the next hard thing. Players who buy them want them for their characters, and their images of power and prestige.
By exempting things like lore flares, flare affinity, rare transmutes for hard and ascended group content... that may create a perception problem of pushing them as pay-to-win. THat's not the goal, and again IMO Simu has avoided this perception, but I can see that as the result if gear options X, Y, and Z are exempted.
The current change on Test is:
Less physical resistance
Less magical resistance
Tweaks to crit ceiling so it is a soft cap rather than a hard one
I do like the adjustments made for flares=feelsbad from the first version that went to Prime.
Also, I hope to try groups of 4-5 on Test this weekend. I just don't have energy to update and setup everyone while on xxQuill
sounds like this weekend on prime is gonna be a slog again? doesn't seem like we're close to pushing updates
Will poke onto test after dinner.
But I do want to say real quick that I hope we don't end up in an endless cycle where, three and a half years from now (picking that number because it's been three and a half years since the release of the Hinterwilds), people have used exp/gear/Gemstones/whatever else to gain enough power to steamroll the final form of Champion's Apotheosis and so another new thing needs to be created to make things even harder. I could just imagine new Ascension abilities being created to handle the greater challenge, then three and a half years later people would be overpowering the greater challenge, so an even newer thing would need to be created to add even more challenge...
I'd like to see Elite/Legendary Ascension abilities at some point. If that means spending time creating some superascension area that only five characters in the current game can hunt so they don't get bored and quit, please, do that too to avoid the death spiral cycle.
He’s been pretty quick to roll things from test to prime once they’re vetted.
Yeah. I agree. Would be fun if the power creep led to more content instead. It feels more like progress that way, at least to me
RE: 1 - I think there are challenges out there for those who seek it out. Simply moving from HW to SG is an increased challenge due to mechanics. I would prefer to add new increased challenges instead of creating a fake challenge (for groups only) while the solo characters steamroll through the area.
RE: 2 - I find it less fun with regard to my pures, because one-shot kills are not fun.
RE: 3 - It devalues gear by no longer providing the benefit it previously did, unless you're a solo player, then it just helps you to steamroll through the content.
I'm looking forward to the invasion of the Emperyeals, airships, etc, with those increased drop rates for gemstones and codices. Call this my speculation or reading-between-the-lines... but I'd expect any changes to difficulty to address (like CA) would be done before that release... because players would revolt if they had a taste of that and THEN group difficulty and mongen changes were done. Definitely best to get that adjustment done first, so the new things can be tweaked to the current normal.
Auchand did state that bandwidth and resources (human) is the big hurdle for them with focusing on content though.
ok just starting to meet you and have to say this is one of the funniest comments ever and I'm stealing it
now THAT sounds like huge fun
Permanent smooth bone ring on everyone all the time 😳
I mean the new challenge of a sporadic boss stepping in is so much better than the current idea. It does nothing to impact how your gear has operated... it just challenges the gear and you more. How could anyone not like that idea?
I wouldn't mind it. I just accidently turned on my rings after EG in a warcamp and was getting overwhelmed and couldn't understand why as it was the first time I had the rings 😅
I shouldn't say overwhelmed. The two non-capped characters were getting sheer feared and I didn't understand how that could happen in a warcamp lol
live and learn... or die and learn as it may be\
I guess it just depends on what "too quickly" means. I just did a run and killed 132 ME creatures in 20 minutes. So is 9s TTK "too quick" and we are getting boss mob spawns? Either way. Without knowing what too quick is, I can't say. Edit:solo
<insert Bill O'reilly gif>
I fully expect my scrub pures to not be able to do the emperyeals and I'm okay with that.
I understand that. But I can't help but think that adding to the game rather than taking skill/buff/flare/etc away is better. Adding twists just feels better than diminishing effectiveness.
Can you imagine there being a random measured chance that you've killed too many somethings and ticked off some massive something that comes in and crushes you and your team? I mean it would perhaps stink in the moment but can't say it doesn't up the ante and make things more entertaining.
Depends on what the balacing mechanic is. I have 0 idea if I kill fast or slow compared to anyone else.
If it came in and "crushed me and my team" I would just do everything I can to avoid it. If it provided a challenging fight that wasnt an instant loss, sure, maybe.
of course... I guess I don't mean literally but as an added danger. I would much prefer added danger than nerfs. Plus with an added boss creature, however rare, there comes boss loot no?
I have no idea if it does. I went to HW once and there was that warg mother thing? I think thats a thing. It took me a minute or so to kill but I don't remember getting anything from it. I was just wondering why it wouldn't die heh.
She's got a boatload of HP. Special skin, too
I think GSIV has less devaluing of gear/
than any game I've seen with mechanical p2w like we have here. The normal cycle in those games is the spenders whale out then in a few months or maybe a year max all the stuff they spent on is outdated because a new "thing" came out.
I'm sure this is the case for a lot of people, but if I explain why this also isn't necessarily true, more stuff will get nerfed, so you'll just have to take my word on it that this isn't necessarily true
So I didn't want to spend all night in test but I did a couple hundred runs of blessing lore flares across different group sizes to get a feel for the difference. Definitely didn't feel bad in the smaller groups, once I get to 5 it was hit or miss not radically different from earlier but I'd probably have to do more runs. At least 1 flare slipped through the ceiling that was in earlier.
General Statistics
--------------------------------------------------------------------------------
Metric Group:2 Group:3 Group:4 Group:5
Total Instances 258 282 279 299
Avg Damage 18.26 15.74 14.56 13.41
Crit Rank Distribution (Count / %)
------------------------------------------------------------------------------------------
Rank Group:2 Group:3 Group:4 Group:5
Rank 1 63 (24.4%) 71 (25.2%) 79 (28.3%) 92 (30.8%)
Rank 2 43 (16.7%) 66 (23.4%) 64 (22.9%) 77 (25.8%)
Rank 3 29 (11.2%) 41 (14.5%) 47 (16.8%) 46 (15.4%)
Rank 4 53 (20.5%) 48 (17.0%) 47 (16.8%) 40 (13.4%)
Rank 5 29 (11.2%) 39 (13.8%) 25 (9.0%) 36 (12.0%)
Rank 6 33 (12.8%) 11 (3.9%) 13 (4.7%) 7 (2.3%)
Rank 7 3 (1.2%) 3 (1.1%) 1 (0.4%) 0 (0.0%)
Rank 8 5 (1.9%) 3 (1.1%) 3 (1.1%) 1 (0.3%) ```
I'm interested in the Ascension mini-bosses appearing more (Wrath of Winter or the Lord of Storms or such, depending on the area), Anger of V'tull (critters get haste as more people group up), etc.
Or other similar things, like temp damage shields, mob resurrection, etc, mini-boss buffs.
Or like, sunder shield and the sunder redux debuff.
Because we want things that debuff everyone, and not just things that sunder everyone but me.
The latest test server iteration is like... barely discernible what it even does to magic and that's in a group of 10. Both these are the same draugr:
Bloodstained light spills down from the heavens in an undulating deluge, bathing a withered shadow-cloaked draugr's form in a cascade of transcendent power!
Particles of dust and soot rise from the floor at your feet as you release a pulsating, platinum ripple of energy toward a withered shadow-cloaked draugr!
CS: +558 - TD: +447 + CvA: +18 + d100: +62 == +191
Warding failed!
The shadow-cloaked draugr is cloaked in a blinding platinum light and assailed for 107 points of damage!
A withered shadow-cloaked draugr's aura absorbs some of the damage!
... 20 points of damage!
Intense arc of energy flays the shadow-cloaked draugr's arm to the bone!
The shadow-cloaked draugr is stunned!
A withered shadow-cloaked draugr's aura absorbs some of the damage!
... 45 points of damage!
Tremendous plasma discharge slices deep into the shadow-cloaked draugr's chest!
A withered shadow-cloaked draugr's aura absorbs some of the damage!
... 10 points of damage!
The shadow-cloaked draugr's finger twitches, then explodes.
Cast Roundtime 3 Seconds.
You channel at a withered shadow-cloaked draugr.
Two dim, green globes spring to life in your open hands. With a quick flick of your wrists, the orbs dance through the air toward a withered shadow-cloaked draugr!
CS: +558 - TD: +447 + CvA: +18 + d100: +49 == +178
Warding failed!
The orbs squarely impact a withered shadow-cloaked draugr, discharging the green energy over her entire being for 94 points of damage!
The green energy pulses for an additional 65 points of damage ...
... 39 points of damage ...
... 19 points of damage ...
... 9 points of damage ...
... dissipating with a final discharge of 4 points of damage!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.```
Melee's more noticeable because some light armored thing like that disciple would have gotten destroyed on a 236 endroll outside a group.
I feel like magic should be affected less than physical, simply for the fact that physical is pretty much unlimited vs the limited mana reserves.
Did some testing... in a group of 5, Flare affinity dispel flares ranged quite a bit.
The 5 disruption ones that went off in my test were:
Rank 1
Rank 4
Rank 5
Rank 7
Rank 8
I had lots of flux flares go off, but dont think i'm going to get around to scanning what all ranks they were.
I can post snippets of spell casting if anyone wants to see it, but I would agree with Leafiara, it didn't feel like spells were really impacted at all. They felt close to full strength.
(Cleric, Empath, and Wizard spells tested)
Not really sure what a soft crit cap is, but what it feels like is basically... reverse weighting, almost? Like sometimes your hits are just as devastating as expected (the 352 and 539 here) while other times they're substantially reduced (the 445 and 437).
Flares seem a lot better than the current live version. They hit 15-25 fairly regularly from what I've seen, here and many other times. (Guessing it's still not an environment for Flare Affinity, but someone else will have to test that particular thing!)
Hmm. I don't have a script to track things as well as Tijay did, but I'm starting to have a sneaking suspicion that, actually, starsong flares and Blessings flares are just better or weighted in some way that's less affected by CA... I anecdotally see better results from them than, say, paladin 1604 flares, paladin Battle Standard flares, GEF, or Skullcrusher.
if cost > $1000
flare_nerf = nil
else
flare_nerf = 50%
end
I'm just parsing my logs, but I can give you starsong data if you want it might just fall below the statistically relevant because i can't force them every cast
That's an interesting stance for you to take.
I'm just sharing some info from what I'm seeing in test.
It's just a joke
"Starsong flares and Blessings flares are just better or weighted in some way that's less affected by CA... I anecdotally see better results from them than, say ..."
T4 Animalistic Spirit and T2 Energy Weapon also seem to perform better than 1604, Battle Standard, bless (not Blessings Lore Flares), and GEF. I think I'm out of script flares to test now, though.
Edit: Wait, no I'm not. T2 Sprite Weapon still, sec.
This is kind of a perfect test, actually, because the same runestaff has T2 Sprite and conventional generic disruption flares. I'll try to get like 20 of each and see the results, small sample size though it is.
...wait. Are crush/puncture/slash still more penalized than other damage types? I'm seeing worse results on sprite, which does crush damage, than the disruption flares.
I can test a T3 energy bow with krush if you need me to, I just never felt the flares were great even before all of this. I'm surprised you say yours is preforming better than some stuff
Disruption: 20, 5, 15, 20, 10, 5, 1, 10, 15, 5, 15, 20
T2 sprite crush: 3, 10, 1, 5, 10, 5, 5, 10, 3, 5
Not going to pursue this specific test further for now since I don't know if the data is contaminated by crush still being more penalized. This is all on mastodons if that influences it either in any way that I wouldn't know about.
I thought Krush (magical) was seperate from crush(aka impact?) physical... but darned if I know.
I vaguely recall Krush being a rare (uncomon?) flare token at EG years back.. or something. Energy shield script adds default to Krush... which IIRC contradicts the certificate saying an off-the-rack element could be selected, but I didn't push on it.
Volley seems back on the menu. Still weaker than before CA, but it's worth firing off for some minor DoT chip damage and wound stacking, at least, which it isn't in the current live iteration.
It is a tier 3 Energy Weapon containing Krush flares.``` It definitely use the crush crit table messaging
It’s just regular crush. GM side calls it krush cause reasons.
And my Energy Weapon bow is lightning, I should add, not crush like these HESS-added ones. 😛
There's a flare change ticket, you'd never know the difference 😉
Okay, now I'm out of script flares to test. I think I'll try one last thing before hopping off: fixskilling to an ultra Summoning-heavy paladin to see if that basically bypasses CA for the purpose of 1604 flares' second hit. I don't have expectations either way. 719's elemental lore crit rank boosts didn't seem to bypass CA in live (guess I should test that on new test too), but 335's Religion lore crit rank boost does seem to.
You could do the same on your cleric and 240 (lore flares aside) if your not doing enough damage in 1 attack why not 2 or 3 instead! Finally a reason to train in summoning lore
Have you tried this with and without deliberately triggering CA on the mobs? maybe with someone doing a melee mstrike in defensive, just to trigger it?
In my observations on a live a few nights ago, AoE spells were not triggering CA on mobs that were not deliberately targeted.
This resulted in 335 and 1630 apparently doing full damage and bypassing CA.
Volley as well
Yeah, but that same night I showed you my 1630 didn't bypass CA.
Without looking at the logs before, you can't tell from log of just 1630. CA is only activated (that deluge messaging) on initial target
I know 1630 and 335 killed a few mobs (mastodons, wargs, maybe) before anyone could target them. (group of 4). The CA messaging was never seen before they died.
It wouldn't have mattered to any of my current run of tests that have been single-target or mstrikes/AoE techniques that target regardless.
252 Summoning doesn't seem to aid 1604 second flares much if at all in a CA context.
And now back to live, mostly because I have less than a 24 hour window to find Gemstone 2 on a couple characters. 😬
so when I said I wasn't going to gear my characters up because of this, it was a logical statement and not a threat. What would be the point in spending money on flares that are only going to chip away at things when these are the areas you purchase these items for? Some of these numbers are really disappointing to see when they typically perform better.
You should definitely explain!
I’d love to. But I’m not going to because I know what the result will be, and I’m all set on more unnecessary nerfs happening after reading this thread.
I think your understanding of how we evaluate things is off.
But I'm also not sure what you could say about why people went toward Ascension hunting pre-rewards that would make us aggressively nerf anything.
Maybe, but I also base it on past results, years of debates over nerfs that didn't need to happen, and Simu's general endless quest to homogenize everything and make everybody the same, which doesn't seem to have changed since that's apparently expanding to include groups vs. solo now. I'm still struggling to understand what problem this is solving and who if anyone has been complaining about it.
TLDR I don't trust you guys to stop nerfing things, so I just don't talk about anything specific anymore with mechanics.
Yeah, I don't think we really have common ground on this. My response to player concerns has always been to engage with them and figure out how to make systems better, not worse. By not airing your concerns, you basically ensure that they won't be factored in when decisions are made.
The game doesn't exist in a state of homogeneity among professions at all, so if that was our goal, we certainly haven't pursued anything at all that would move things in that direction.
We also don't make game balance changes because someone is complaining about things. They're typically to make the game more stable long-term, and arguably, GS's longevity speaks to some success there.
I’m also kinda failing to understand why grouping means you want more of a challenge? If someone is grouping with another person it usually means they can’t do it on their own and need help. Why would it equate to making things more difficult?
@little breach I think that's a false premise.
But difficulty goes up with just 2 people right?
Yes. That doesn't change the fact that I don't think either premise is grounded in reality.
-
Grouping doesn't mean you want more of a challenge (and CA doesn't make the game more challenging for two grouped players than one solo player.)
-
Other than the wyrm and sybil fights, I don't know of situations where players are regularly grouping up to fight creatures that are too hard to fight otherwise.
I'm sure the intent is there, I don't question that. The method however...we'll just have to agree to disagree that this ain't it, at least this current version.
Instead of messing with existing content, maybe instead design the next content around whatever so you can design the creature mechanics around it instead of nerfing player mechanics to fit the vision.
Kinda confused on that since the core reason most of the time for grouping up in any game is additional support for most. I’m sure there are a lot of people out there that would need to group up for ascension content with how it existed.
If that's the case, grouping still provides a significant benefit.
Wouldn't you agree?
Nerfing groups to make them "equal" to a solo player is homogenizing.
How are groups being made "equal" to a solo player?
Are groups not being penalized for being in a group?
Again, how are groups being made "equal" to a solo player?
I agree that grouping definitely provides a big benefit. Not sure I would make it more difficult until we get above a certain amount. I know this is a tough thing to work out and appreciate you keeping an open mind and listening / making adjustments
I would like to understand your logic.
Are you really claiming that adding an additional player to your group is outweighed by +15 AS, +3 CS, +12 Physical DS, +9 Bolt DS, and 4% resistance on a creature?
I feel like the way grouping works though right now it provides more benefit to MAers. The problem is any benefit to real individuals grouping together benefits MAers. But the issue why most don’t group up is because of gemstones being tied to the looter.
I may have missed if we knew the 4% resistance figure before, but that is good to know
I'd really like to get to the bottom of the claim here. Does that really negate the existence of a whole other player's damage to make your group of 2 equal to a solo player?
I'm not saying 1:1 equal in a literal sense, hence the quotes, but those numbers are per group member right? You really don't see that as penalizing a group for being in a group, and in turn nerfing things some people (not me) have sunk thousands of dollars into as a side effect on top of it, for example?
If you're trying to deal with massive groups instead of "any" group, then set a number, and any group larger than that number gets hit with those penalties. Groups of 2-3 or whatever aren't the problem if MA crews are what's fueling this.
Up to a ceiling.
No, I do not see it as penalizing a group. I do see it as slightly reducing what continues to be a massive benefit from grouping.
So "penalty" but with more words.
A penalty would imply that it's worse to group than not group. Do you feel that that's the case?
No, a penalty would imply negative XYZ happening because of A. A = being grouped and B = those numbers
You keep evading the question here. Is it still beneficial to group, or not?
You tell me.... let's say I walk into a swam, disband my group, and then we start casting aoe spells. Is that considered GMA?
People would 100% do that to sidestep group penalty mechanics.
Being perfectly candid, I wouldn't and feel like managing things like that is way more of an inconvenience than CA.
It's really nothing a macro or a couple extra lines on a script wouldn't handle. Little to no extra management.
I mean, if people want to wait for their recently grouped status to fall off before fighting, I cannot stop them.
I don't doubt that there will be people who do that, but I'd ask why.
So the "recently grouped" status is obviously to prevent something like that then. Know why? Because if that wasn't there, people would do it to avoid the group penalty.
To Neovik's earlier point, I doubt that organically grouped players would do that.
I do think that if it's a MA crowd script-hunting, you're correct. There is no challenge in a script that is doing it already.
just with the way ascension works with gemstone loot and stuff like that. Even the whole loot cap thing kinda puts a damper on actual people grouping with each other. I guess I could see more individuals grouping together if there were a way to tell or assign gemstone loot kinda like how relics get shared to a group.
I actually think that assigning Gemstones that way is obviously a much bigger benefit to MAers than to organic groupers.
Because at least if you're in a group together, you can round robin in some ways.
But I agree that the current implentation doesn't feel good.
(Before someone takes that out of context--I mean Gemstones dropping only for the searcher.)
well that's why if there were a way to tell if the group actually had individuals and randomly assign between actual individuals though and not when all the same person
My whole point is there's a better way to deal with this problem that isn't really a problem in the first place. I'm not saying I have the answers, and I'm not gonna sit in here all day debating over it, so I'll just wait and see what the end result is.
The best idea I've heard so far was either the mini-boss or shield idea someone floated around yesterday. Wrecking peoples' flares or whatever other character weakening mechanics that they paid big money for and similar things like that are just going to leave a bad taste in peoples' mouths. Adding boss spawns and all that would at least make the areas more interesting. I'd prefer to have more people not quitting the game.
but in reality we shouldn't have to do that.. the whole MA thing kinda make it worse as a whole for game play though where it's being combated when that door should of never been opened a long time ago to allow MAing. heh...
But the door is opened and it's allowed so I guess should we really be trying to penalize it at this point or make mechanics around it.
For a strong solo character it is worse to group because you dont need the additional characters increased damage.
For scrub pure its beneficial to group because you want to take creatures down before they one shot you.
I try not to assign too much hatred to MAers. Everybody plays the way they want to play.
The fellow at SimuCon who was massively multiboxing was certainly impressive.
My only quibble with the MA crowd is, "Is this hurting other players?"
Isn't that what the spawn changes were supposed to fix?
For some ascension areas, depending on class, you are already using every advantage available without spending thousands of dollars just to reach the pass/fail threshold.
I think they help, for sure.
How do you feel they hurt other players
I am pretty happy with the spawn changes.
It felt like there were two extremes there.
The spawn changes seem fine from what I've seen so far. That said, what problem is this other stuff solving then? It's probably safe to say that people running groups of 10+ aren't doing it for the challenge. Some people just like mowing down swarms. That's the only reason I drag my few alts around with me is for more spawns.
Either they flooded an active zone with swarms, or they quickly roflstomped underactive zones.
I think the spawn changes overall have resulted in a better flow of creatures across the game. There are a few areas that can still use some tweaking.
yeah I would definitely agree I love the latest spawn changes. I'm just not really sure about this whole penalization stuff
Yeah I can actually find things to kill in Moonsedge now. Before the spawn changes it took forever to find anything, even in a group of 4.
I think I've explained the motivation behind CA upthread. There were a lot of disassociated creature buffs that were slowing me down some in creating new creatures, and I wanted to standardize.
Doing so allowed for an added benefit of slightly increasing group TTK and threat to grouped characters, which I think is a good thing for the game overall.
What do you consider "slightly"? That could mean anything tbh.
I don't think hunting should be entirely challenge-free, and I do think you can create a group for whom there are 0 challenges while hunting.
You know people can solo the wyrm right?
I’ve been running on test, a decent amount.
A lot of people seem to be making this statement in the current environment:
“when we group, things become more difficult than being solo.”
This is false.
For any character thats 8m to 30m exp. Grouping is still making things easier than being solo.
Yes. It is harder than it was before. But grouping is still more advantageous than being solo. Just LESS advantageous than it was before
Yup!
But its not creating increased ttk for classes equally, nor is the increased threat applied equally.
I think the big issue there is that most times in gemstone, people just get outright one shotted rather then take a hit and react to help out that character. Getting one shotted isn't really a challenge or fun though.
it's just ultimately bad luck
That's not intentional, but we do have some wildly overpowered characters/classes.
Sounds like groups aren't the problem then.
Again, I don't approach things like that.
I'm not going, "GROUPS ARE A PROBLEM; I MUST DESTROY THEM!"
Let people enjoy making their characters powerful and feeling powerful God knows you guys charge them enough for it.
I mean, I'm not the one with the yachts here, man.
People absolutely still can.
The perfect group now is the one without pures.
I get my pizza money and I get to hang out with Nyxus. That's a sufficient reward.
If I were a dev, I'd leave current areas how they are, and design new areas with this stuff in mind, groups capped at X amount of people, etc. or whatever you're trying to accomplish. Desigining something like that from the ground up is usually going to have less negatives associated with it than nerfing existing things.
I do not have the bandwidth to design an entirely new tier of Ascension before the current one is fleshed out.
That doesn't make it any less valid of a suggestion.
The pure slander has gone on long enough
The lack of infinite time on this Earth definitely makes it less valid. 😛
Look, I don't doubt that I will eventually come up with a new challenge level once Ascension hunting is saturated.
in gemstone it's not even possible to max everything out in our life spans.
I'd rather the base creatures have their difficulty increased than it being increased due to grouping. That way every class and person suffers equally.
What becomes challenging after this point is accommodating the massive gear and profession differentials in a new tier.
maybe make ascension tears that brings you to an alternate universe for that ascension area with the exits closed off other then going through another tear to return to our realty. Those universes will be a lot more difficult? heh...
We could go the direction of each--let's call them Elite Ascension--ground requiring its own gear that would only function in that ground.
ascension tears come after 5000 searches 
But I don't think anyone would play in those grounds.
i love how everyone ignores how much easier things are grouped, as a baseline. No matter how many times it's brought up, it's just ignored. lol
With CA - thing are NOT more difficult being grouped vs. being solo (for characters below 30m exp and not in god tier gear).
With CA, Things are more difficult than they used to be when grouped, but still less difficult than being solo.
Someone like Jaired might. That would be a hard pass for me though
You also see a portal with 847230427304 things swarming on the other side.
go portal
I too go portal here
One of the first versions of CA made my pures do like 5 damage or not even be able to hit, in what was determined to be a small group that was stated prior to implementation to have been unaffected.
Right - and I think Auchand has taken a lot of that to heart and made adjustments.
The current version on Test balances it all back out really well. Pures feel much more in parity to squares
I am definitely cognizant of it, which is why I’m fundamentally okay with CA. Heck, even now I am dragging my level 89 paladin along for the ride in HW
I hope that is true, I'll wait for the live testing.
Before I start playing for real is there more data that people need from test?
I think we'll probably roll out what's on Test to Live shortly.
I do still need to take a sweep on nu-test to evaluate the latest cycle
I am a captive audience on an airplane for the next four hours, so... no time like now.
plane wifi.... we're all doomed
Why does all the fun stuff happen when i should be sleeping. Fun conversations, fun testing. 😭
Honestly setting my entire group up on test was a headache I tried for like 2 hours yesterday getting all my scripts and lich stuff working right. I saw the damage numbers definitely seemed higher for flares but tbh idk what I was looking for. Oops Grhim doesn't know how discord replying works.
I've managed a few hunts, at least.
I will admit that once I changed my tactics the current version was less of a headache but it relies on some mega cheats.
Okay, modified CA is live.
Just for the record I was talking about the pures without a security blanket that blocks all attacks.
Ah yes because I only play 1 class of character.
glances at his own Barkskin SK.
You know … I just appreciate having Auchand give feedback
I think these changes (based on what Kontii and others posted last night) might be okay, but I'll have to try them in groups more. I would be careful of assuming 'everyone' wants a challenge in Ascension. I would argue that most of us don't really...we just like harder mobs we can still wipe the floor with, to feel like all of our gear matters.
I've never felt more powerful than when I was in OTF
A new zone with even harder mobs, like SG, works better than making old things hard. That feels like progression
Catacombs was the peak. One shot everything
Also, hunting isn't really that important to most of us, RP or mechanically, except as necessary to get experience. It's a minimal commitment to GS life, while the real game happens elsewhere, so making it 'more' difficult by default is an error.
I don't assume that everyone wants a challenge. I insist that they have one in exchange for the carrot of Gemstones. 😛
There are places to hunt at cap if you don't want a challenge.
Friends.
Good morning. I'm coming in late. I wanted to address one point @formal shoal is making and sort of rephrase a bit so it would fit my ongoing concern.
"I try not to assign too much hatred to MAers. Everybody plays the way they want to play."
I hope you don't hate me. Not yet anyway. Not sure what I would have done to earn that.
"My only quibble with the MA crowd is, "Is this hurting other players?"
Other than creating spawn issues, which have been fixed in the other tweak, I have yet to hear how this occurs. I'd love to know. Personally if my playstyle is harming others I will change my playstyle without GM oversight.
Finally, back to my concern.
"I don't think hunting should be entirely challenge-free, and I do think you can create a group for whom there are 0 challenges while hunting."
This is such a subjective statement as to be nonsensical to me. If I take a group of capped characters designed and grouped by me to an area to hunt that poses 0 challenges, let's say the kobold village, then that is my choice. If it becomes disruptive to young players then makes sure there's some policy in place to aid that issue. Otherwise, it's just a choice a player made for some silly reason. If you want to regulate that with a monster something stepping in on obviously overpowered groups to give them a surprise, so be it.
But you don't nerf their stuff in an effort to punish, yes I said punish as I disagree with your definition. Oxford defines punish as "inflict or impose a restriction, financial penalty, form of suffering, or other undesired consequence on (someone) because they have committed an offense." And I think this is precisely what it feels like. The implementation of a restriction or undesired consequence (nerfing gear impact for individual characters) for the sin of grouping with others. What the crime is? No idea as I've not found policy that it violates.
I'm not fussing about things being a challenge or not to the group, I'm fussing about nerfing effectiveness of an individual's gear and training and skills for the sin of joining another player/character. That is wrong. There are other ways to create challenges if that is truly your goal.
I've yet to test out the current version so I'll try that now. I'd love to understand this better from another perspective perhaps.
Geez
Maintaining sanity farming 9487329234432870 kills for a 2nd or 3rd gemstone is an achievement on its own
SG is pretty difficult … it’s hard to solo most of all the mobs there.. so it is almost required to group with others to be able to “manage” a specific zone… which why I said it’s not nearly as fun in groups of 3-5 with the previous CA because it’s more necessary to group than Pewpew mobs aimlessly
@wide stone I do not hate you or other MAers.
Nor do I see CA as a punishment. I see it as a necessity to preserve some of my design intent for Ascension areas.
Which I personally enjoy, because it’s the risk vs rewards… I just felt like it will put others off who aren’t as …. “Resourceful” as I am
Like I've said, I think the group impacts on hunting areas have been pretty handily addressed by the spawn rate changes.
I think SG is pretty class specific, I do think adding 120 DS to primordials is uh gonna be rough and its a good thing you already have to lean into other methods to take them down
Thankfully, I just dropped another grand on gear to handle 3 man CA
I hope you read my entire post. I took time thinking it through.
I did.
I still plan to address primordials.
MA'ers affect the normal population in a ton of ways because we farm ridiculous amounts of gemstones in ezmode. It affects the market of the game at the very least majorly. When talking about haves and have nots, right now MA'ers are 100% the haves.
It’s not the DS that’s tough on the primordial … it’s the reduce damage to everything … when they are already crazy challenging
Can we suggest you address them by throwing them off a cliff?
asking for a friend
Also… when the MDR is over 50% chance of them hitting you… and like 15% of outright one shot kills… it’s pretty daunting
The gemstone carrots aren't that great when they're mostly nidalstones.
How about a better carrot like letting us INFUSE gemstones into gemstones to get what we actually want.
Have you considered training in magical skills? 😛
2x spells, max lores, ascension resist, ranger trinket, mana share in two circles, at least 1x in MIU / AS
I also don't think this is the thread to discuss the effects of MAers on the rest of the game, but that's also been hashed out in multiple places by multiple people.
I’m sorry that my noob 30m xp+ character doesn’t have enough training
As someone who just spent the better part of the year training Dodge as a Wizard, my heart is with you.
Also with max dodge , armor , cman , moc , perception , pf trained as well
I suspect MDRs will get some tuning, especially in concert with player-cast ones.
Your statement here....
This is such a subjective statement as to be nonsensical to me. If I take a group of capped characters designed and grouped by me to an area to hunt that poses 0 challenges, let's say the kobold village, then that is my choice. If it becomes disruptive to young players then makes sure there's some policy in place to aid that issue. Otherwise, it's just a choice a player made for some silly reason. If you want to regulate that with a monster something stepping in on obviously overpowered groups to give them a surprise, so be it.
Just to clarify a tiny bit.....
NONE of the CA updates are relevant in this situation.
CA is ONLY for the hardest content in the game (ascension hunting) - where the best rewards are (Gemstones and the potential for legendary drops).
To me, at least. Making the content more balanced for all play types (solo, small groups, large groups, etc...) makes complete sense where the rewards are the best.
It's not making it more balanced for all play types
I say this, as someone who uses groups, and massively benefits from group hunting.
I still think Melee feels nerfed too much. But its way closer. 2 cents. enjoy your flight.
What group size?
it is a ridiculous hypothetical... I know it doesn't apply in the kobold village. Let me tweak it a bit more to be literal. Let's say a group of 10 50m exp characters with $20k of equipment each goes a huntin in HW. Punishing a newly capped team by nerfing their hard-earned stuff in an effort to pose some tiny challenge to the 500m exp group does not seem a good approach and makes us lessers feel spat upon and our investments devalued. Better?
Not to nitpick, but can't legendaries come from anything that a level 100 can gain exp off of? I never heard of it being an Ascension exclusive thing.
I'll say with my group of 5-6 last night.... my bard, swinging with 200-300 end rolls and a VHCW shortsword was almost never getting a crit kill.
But I guess that's kind of the intent to this
I thought it was just ascension? Like you can't get them from bandits, can you?
Maybe i'm smokin something there though. I guess it's Too late for me to say don't quote me on it , lol 😆
They've dropped from bandits before, Scatter, warcamps (I think), etc.
I started seeing crit kills at very high resolutions. This is with a pretty heavily weighted spear.
... and hit for 139 points of damage!
Slash to head destroys the death knight's right eye!
Doesn't do her brain any good either.```
Everyone just needs to get a 700 endroll, no problem.
Everyone in a group that is.
Looks like I escaped the 2015 vortex of this mornings conversations and I'm to the present.
The corollary: "Ascension's too hard! I can only get 700 endrolls sometimes!"
Step 1: Get +711 endroll
Step 2: Don't not get +711 endroll
My poor little bolting wizard is lucky to get a 200 endroll
May I talk to you about our Lord and Savior, One-Second Lance Swings?
Lot of us are by design min/maxers. I think the more casual community grouping organizations are the quiet voice I wonder about. I won't name them, but many of the weekly group hunts and ASC big game type of groupings or ASC night teams
I believe Alastir has some experience playing a lance mage
Ceiling too low.
... and hit for 63 points of damage!
Slash along the death knight's lower back.
The death knight is stunned!```
I am not arguing. But just asking. With 20 cer and 400ish resolutions rank 2 spear feels light. Rank 3 which doesn't feel out of the norm would be slightly more acceptable maybe? Just asking.
I sincerely don't think these changes are destroying anyone's amazing gear, nor is the target the 500m exp group. They also shouldn't be making things unkillable for your group.
Use a lance, see who can one shot who first
Jinsem out here hunting squirrels. Maybe Ishtae's kobold village example wasn't too far fetched 😆
Squirrel pelts still sell for a fair bit.
well I doubt it is.. but it is reducing the impact of their gear. That seems to be without dispute. So the message is, I need to make things tougher for others, so I'm going to nerf what you have too.
... and hit for 113 points of damage!
Hard blow to the death knight's ear!
Deep gash and a terrible headache!
Roundtime: 4 sec.
Roundtime changed to 1 second.```
I am okay chalking this up to crit randomization. I just really think it should have been the next rank.
There's still a soft cap that you might be hitting.
what group size, Jinsem?
5
How does a soft cap for crits works? it raises the end roll/damage between crit ranks required?
You did over a quarter of its health in one one-second hit, though.
If you're over the soft cap, it'll random between your result and the capped result, potentially lowering the crit.
Same thing with the resulting crit damage.
Interesting
The more you're over, the better off you are in the randoming, though.
I want to talk about the DF codex and why it was removed from consideration after Simucon. My endrolls and damage cap out and my attack strength is wasted. 😉
I think if the idea was I was getting 200 damage head shots on 200 end rolls previously, and now a 300-400ish end roll is needed. I just feel like 500-700ish end rolls are a little light. Not pitch forks and torches. The new changes are good.
Just start aiming for the chest instead get that damage up
I suppose.
I mostly agree, but obviously I'll keep looking.
does CA apply equally to the hypothetical 500m net exp group and the hypo 45m exp group both hunting cannibals?
AS: +726 vs DS: +433 with AvD: +13 + d100 roll: +94 = +400
... and hit for 94 points of damage!
Slash to the death knight's left eye!
Vitreous fluid spews forth!
Seeya!```
This hit feels goodish. Probably rounded me up on randomization. Its also admittedly my favorite crit in the game so I am biased.
I'm not sure what you're asking. There's no carveout for higher exp groups.
Arguably, the group with the higher crit weighting on their weapons has more to lose from this, though.
If your crits are not already over the soft cap, you'd see no real change in that portion of CA.
Did you tweak anything in the last few minutes?
It will apply equally. But how effectively they can handle it is different.
No different than a 50m exp character vs a 10m character hunting solo
No.
that is precisely what I'm asking... if the point is to challenge then shouldn't it apply toward the power of the players and not just how many happen to be standing there? How is it fair to nerf crit weights on the 8m player the same as the 50m player if the point is to challenge?
Your rusalkoren greatshield flashes toward an infernal death knight!
[SMR result: 263 (Open d100: 69, Bonus: 120)]
... 101 points of damage!
... 20 points of damage!
Good blow to left hand!
The death knight is stunned!
... 20 points of damage!
Left hand slammed. Finger broken!
** A spike on your rusalkoren greatshield jabs into the death knight! **
... 10 points of damage!
Strike through the palm!
Your rusalkoren greatshield ricochets off the death knight and flashes toward a smouldering skeletal dreadsteed!
[SMR result: 219 (Open d100: 63, Bonus: 120)]
... 76 points of damage!
... 30 points of damage!
Hard strike to left arm breaking tendons and bone!
The skeletal dreadsteed is stunned!
... 25 points of damage!
Opponent's arm snaps trying to prevent fall.```
This is was a total outlier and nothing I have seen since you made the changes. Just FYI.
50s, maybe some 30s etc was "normal"
Is there a reason why you excluded my answer that yes, higher-geared players definitely have more to lose there?
It is the same mechanic, but if you're scraping to make crits against these creatures, you are far less affected.
no no no... that's my point exactly. It is aimed at gear and not exp.
no, it's aimed at groups
The gear still functions the exact same as it did before in a solo hunting environment
Critters are harder to kill in a group, by a single player within the group. Which I could see as someone interpreting it as a nerf to gear.
A group full of 4x non-serviced gear will also see the difficulty increase, at the same proportion.
Do you think 2 8m exp characters grouped have it easier or the same as 1 8m character hunting in ascension? Maybe I'm misunderstanding your point.
So you'd prefer to see players get less effective as they gain more experience? I am confused.
Not at all. I'm saying if the point is to make a challenge for players... all players... then perhaps this should be something to address the relative power of the player and not necessarily what they have invested in their gear.
I think I'm going to get bodied if I institute a Senile Dementia Ascension mechanic.
oh that would be funny
"You feel like you should probably go back to Hearthstone, granddad."
But again, as soon as you start grouping up in ascension the difficulty level drops... and that's not really about gear.
Yeah, I don't want to lose sight of that.
This isn't targeting gear/exp/etc. It's targeting the amount of challenge negated by grouping.
Mistakes are much more easy to come back from, when you have other people to help smooth those issues out. So even 2 people with low exp and OTS gear are going to have an easier time (thank 1 person with low exp and ots gear)... so this is aimed at groups and not at gear/exp.
And, as I've said a lot, it's not eliminating the challenge negation, it's just lessening it.
I would say this: if you can find me groups that sincerely cannot hunt with these changes, I'll take a look and figure it out.
Oh yeah, my comments aren't at you but Ishtae. 🙂
Yeah, there's no debate. Even with CA live, for the majority hunting ascension between 8m exp and 30m exp - grouping still makes things easier. Not Harder.
There might be some nuance to how many in a group before it tips the scale into "now it's harder"... but it's a big # and pretty dependent on the exp of the characters
I only have the two I can test together, but my 8m cleric's 309s look better and that's nice. 🙂
@formal shoal I completely understand and believe you with the intent. What I'm failing to communicate effectively is that creating a challenge that nerfs the gear of a much lower exp group impacts them more than that of a higher experience group and that doesn't seem to line up with the "make a challenge" goal for all. @gusty oxide it is about the gear if it impacts the gear.
How much of a nerf do you feel it has made to the gear of that hypothetical group?
I think people should wait to answer this until after hunting a bunch today with the updates...... just sayin
(I agree.)
You don't really know people, do you? (holy crap I butchered that)
I was born yesterday
I appreciate the question. I'm going to watch today with different styles and see the impact. I will say my starsong claid was pretty different but I've not run it today and tomorrow. My point remains though. I've not found gear that comes close to matching the simple raw power of exp and I'm glad of that. Nerfing to any degree a player's gear is, IMO, just wrong. There are other ways to challenge.
I do think that debating the merits of it without having tested it is kind of just muddying the conversation and making it more difficult for Auchand to actually gather information.
Hrm, I very much disagree with respect to gear vs. experience.
Skills come up against hard caps that gear does not.
I would like to place an order at your shop then for a Kontii blade that will make me fight like him!
Getting my Blink weapon was a massive power upgrade that 1 point of AS every few days wasn't doing.
I felt elite with my weapon choices, gear choices before. My defensive items are still in that category. I feel like I don't have a 20 cer weapon anymore, but its not a 10 cer weapon. I feel like I can't quite crest into elite and if I should spend to go 25 cer.
I don't mind the added complexity, and maybe you don't want me to go to 25 cer to be able to crest it. And thats cool. I just feel sort of "lost"? on what upgrades I could do to get over the hill. I have no idea if that makes sense.
I will say, and this could be an interesting thought for you @formal shoal , seeing Ishtae mention a starsong claid.
From a mechanical perspective - Anyone who hunts in a group is probably going to want to rethink HEAVY weapons like claids if there is a soft crit cap that goes in place.
Some weapons, especially one like that, are going to have their value/contribution completely neutered.
yup
don’t worry, the new character descriptions will keep you looking young forever 😁
That's an item that I see and cringe at how it could have been devalued with this update. That's not cheap.
I shared this with leafiara but since starsong is back in the topic of conversation it's a small sample size but it's really not massively different in what i saw on test last night:
General Statistics
-----------------------------------------------------------------------------------------------
Metric Group:Solo Group:2 Group:3 Group:4 Group:5
Total Instances 217 56 73 59 82
Avg Damage 19.27 17.41 17.14 17.46 15.85
Crit Rank Distribution (Count / %)
--------------------------------------------------------------------------------------------------------------
Rank Group:Prime Group:2 Group:3 Group:4 Group:5
Rank 1 17 (7.8%) 3 (5.4%) 6 (8.2%) 4 (6.8%) 6 (7.3%)
Rank 2 35 (16.1%) 11 (19.6%) 15 (20.5%) 14 (23.7%) 20 (24.4%)
Rank 3 50 (23.0%) 16 (28.6%) 22 (30.1%) 13 (22.0%) 26 (31.7%)
Rank 4 45 (20.7%) 13 (23.2%) 15 (20.5%) 15 (25.4%) 18 (22.0%)
Rank 5 43 (19.8%) 9 (16.1%) 9 (12.3%) 6 (10.2%) 9 (11.0%)
Rank 6 16 (7.4%) 3 (5.4%) 4 (5.5%) 7 (11.9%) 2 (2.4%)
Rank 7 9 (4.1%) 1 (1.8%) 2 (2.7%) 0 (0.0%) 1 (1.2%)
Rank 8 1 (0.5%) 0 (0.0%) 0 (0.0%) 0 (0.0%) 0 (0.0%)
Rank 9 1 (0.5%) 0 (0.0%) 0 (0.0%) 0 (0.0%) 0 (0.0%) ```
I think there's probably more to be done with the soft cap so that it becomes a point of diminishing returns instead of a randomizer.
I am amenable to that.
Hopefully for a long time, even after Auchand's new senile dementia debuff settles in
Who's Auchand?
yeah, the claid portion of Ishtae's item is more what I was thinking....
That's a really expensive claid that just got hit pretty hard (pun intended)
I liked your accidental suggestion of just increasing the space between crit ranks, @harsh pine.
Glad I could help!
makes me want to spend more?
After quite a few hunts and a gemstone find, need to break now, I think you are very close for me, my gear, my style, my group, and I applaud your willingness to engage. Thanks.
Leafiara was asking this last night in terms of flares but is the 4% change to resistance still a puncture/crush/slash resistance or is it everything?
4% resistance for physical (puncture/crush/slash) and 3% to all others.
I'll keep trying, lightweight attack, but crit limit and DF limit probably. I think my attack is about the math top for AS on this. You swing a gleaming rune-scribed maul at a cadaverous tatterdemalion ghast! AS: +847 vs DS: +259 with AvD: +39 + d100 roll: +91 = **+718** ... and hit for 343 points of damage! Lucky shot severs right hand and sends it flying. The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath! You hear a sound like a child weeping as a white glow separates itself from the tatterdemalion ghast's body and rises into the heavens.
What's the starsong issue?
Less about starsong specifically. More that crit kill based weapons (super heavy) get nerfed with the new crit system.
So something like a starsong claid becomes a reallly really expensive weapon that doesn't hit very hard.
It was more an observation that folks who paid upcharges for claids on materials or scripts get hit disproportionally by the update
Combo a mini boss (CreatureHero) appearance along with giving him abilities like sidebyside that boosts the creature group. If you take out the mini, the creature group looses their buff
So, the soft ceiling is different as of about 30 mins ago. Rather than randoming, it will expand the space between crit ranks by group size. I did some testing and it feels pretty solid.
what does this mean? the crit ceilig will be capped sort of like tiers for ucs? so u won' be able to reach certain tier with a set number of people? so like it would be impossible to reach rank 7 if you group with 6 or more people?
No.
Let's say, as an example, that there are 5 "points" between ranks.
If you have 2 players in your group, now there are 6 points between ranks.
If there are 4 players in your group, now there are 7 points between ranks.
(This is just an example.)
You can still hit rank 9, it just takes higher endrolls to get there.
If we don't like it do we send our complaints directly to jinsem (i haven't test it)
You probably need to go run your blessing lore test again. You got 0 rank 9s last time. This time it should be able to happen. I think?
we need CA for players
I think something of that magnitude should feel like a meaningful boost though
CA for posters. The more people in an active thread the more insane memes with swears in them I am allowed to post.
blink is ‘spensive
I'd be happy to if test is updated to match prime. I mean in 1000+ solo kills in prime my chance was like .5% so I wouldn't be surprised not to see rank 9s.
Are lore flares not subject to normal flare crit caps?
... and hit for 176 points of damage!
Fast slash to the patrician vampire's neck exposes her windpipe.
Quick anatomy lesson, anyone?
Aghast at the affront of her injury, an ashen patrician vampire's eyes narrow into black slits. Her body erupts into silvery mist that violently churns southeast!```
Granted it might be an outlier. Great damage output. thats a lot of crit reduction hehe
Yeah looks like it was just randomization.
... and hit for 171 points of damage!
Bloody slash to the patrician vampire's side!
Instant death, due to lack of intestines.```
This feels better.
The top one is a rank 5, it is always possible no matter the outcome even without apotheosis, though obviously a lot more likely with.
20% of the time crit randomization triggers me, every time.
For sure just the "frequency" of it feels higher. Which I think is the goal.
what's the weapon there? short sword?
1h Spear.
damn two slash crits with a spear? i'd be complaining more about your terrible 1/6 luck with yoru spear rofl
That is intentional. I have precision running.
... why would you want slash over puncture?
Because I don't math well. So having consistent crit tables to compare against for these tests made my life easier. I just picked one.
unrelated but now i just have a mental image of jinsem walking around whacking vampires with a spear wielding it like a baseball bat. Always keep them guessing.
And these are fancy vampires, so they're probably critiquing his form.
that's why it works so well. They prepared for a classic lunge not a louisville slugger
I've just done one hunt so far with the latest changes on live, but so far it's hard to even tell the difference between the damage now and the damage pre-CA. I'm sure my guys are doing less damage overall, but nothing jumps out as absurdly bad as a bunch of 1 point hits. I didn't gather any actual data before CA, or during the first round of CA, or even during this round of CA, I'm just going by "feels" at the moment.
My empath seems to be doing decent damage with 1115, instead of just a bunch of 1 and 5 point hits with maybe a 50 point hit as the final.
635/Nature's Fury seems to be doing lackluster damage sometimes, but maybe that's just 635.
So all this for nothing?
Except it's not nothing - just balanced back to an appropriate level, based on constructive feedback from players, here. 😆
Shhh... let's just pretend no changes were made and we went back to the old system.
Well this sure exploded before I was awake. Give me a minute or ten…
haha ya - left off sometime around 4 my time and woke up to 100+ messages
Feels like nothing but not nothing. Got it.
Tissue paper.
"Regularly," maybe not, but let's think about why that might be the case. There are several possibilities as always, but one of them is that the demographic of players that would be most likely to group up to fight creatures that are too hard to fight otherwise are the ones with lower exp amounts. Having lower exp amounts generally means they play less, so at that point it's almost tautological that they aren't "regularly" doing it--at least not "regularly" relative to the play patterns of all players across GS. But that doesn't mean they aren't "regularly" doing it relative to the play patterns of just themselves.
Wait, which way is a bigger benefit to MAers than multiple players? If you mean the current implementation of having Gemstones dropping only for the looter, then yes, it's a very massively benefit to MAers, which is why it should be changed.
But if you mean that Neovik's idea (that various others of us have also said) about letting Gemstones drop for anyone eligible in the group would be a bigger benefit to MAers than multiple players, then no, that would be completely even. The only reason I can think of to hold back is a concern that either type of group would be able to make more total silver because then the least loot capped characters could always be the ones looting. If that's it, then maybe jot that one down for implementation after whatever Wyrom does to reduce silver generation.
I get that you're being sort of facetious here, but as long as the Boreal Forest, outside of Moonsedge, Eldurhaart, and Ojandhaart exist, players definitely don't have to face a challenge to get Gemstones. All of those are easier than, say, the Scatter.
Okay, how did nobody reply to this amazing teaser? 👀
was hunting the boreal forest yesterday, kinda a little warzone right now
This was indeed the stated goal for a group of 2...though I suspect Dreaven's group is a tad larger!
It is not tissue paper for my group of 5. But it is also not where it was on Test. It is much better.
Creatures die so quickly under the new changes if I go full force, but because of the DS buffs, reducing my AS via stance to hold back doesn't work anymore! Completely rework CA again, please!
/s
HALP, NERFD
SMR SvD: +76 + Bonus: +102 + o100 roll: +56 == +234
Bloodstained light spills down from the heavens in an undulating deluge, bathing a heavily armored battle mastodon's form in a cascade of transcendent power!
A heavily armored battle mastodon cringes in pain.
... 180 points of damage!
Cast Roundtime 2 Seconds.```
Do remember that an Ascension hunting review is on the horizon.
I for one welcome the exodus of 8m exp Gemstone hunters.
Oh, right, fair callout. Looking forward to that.
boon spawns for everyone!
I always love your observations. I would also point out here that "regularly" may be a more recent development for some (like me) than others. Lower exp also can mean that I play every bit as much as others but simply not as long. In reality, I began in 1996. However I've taken significant breaks only later to return, the most recently earlier this year. Prior to this year I'd never considered playing multiple characters at once, but now I find the crafting of group synergy to be highly entertaining. And yes... they can hunt more areas. Cheers!
I'm still evaluating CA. If it is too weak, I at least have some levers to pull.
you want more data from test?
I think everything from test is live now. And flares feel much better again 💚
I can't really tell the difference between current CA and pre-CA, in all honesty.
ya that was my experience on test yesterday
Possible that some of the reason why is Shield's point from yesterday that certain AoE things might not be triggering CA.
with group of 1 - 6
Also possible that some of the reason why is my characters having OP amounts of exp. So, ya know.
It should trigger the resistance messaging if it is.
So kind of an easy way to tell.
Okay, in that case I think Shield is correct. Give me a second to grab a clip...
It could also be because you have really well formed groups that maximize their profs abilities.
I’m guessing your team is more effective than most (including mine)
yes if we're all being adjusted to help challenge Leafiara then I suppose I'm rerolling and heading back to the kobold village
This is too big a clip for me to want to post, but suffice it to say that 316 open, 217 open, 1614 open, Carn's Cry all, 1219 open, 703 open, 912 open, and 410 open all don't activate CA.
I can probably find others.
NG+!
Open casts don't trigger it, targeted casts do. Or at least that's how it was.
Yeah. So often I've nailed creatures with eight layers of disabler before they do anything.
Edit: Actually, nine because I also have Breeze. Breeze, however, does activate CA, albeit on the first target only.
What about 518? Everything you mentioned was warding or SMR/SSR
518 activates it.
That makes sense. It's a resistance when being attacked. Setups/disablers not attacks?
Does 950? I assume yes same as 518
Yes.
Seems to be open cast things that get around it by technically not having targets. So some other prime candidates to look at would be 135, 504, 1602, uh... 619... probably some others I'm not thinking of. Need to finish eating before I get back to this, though!
I'll have to see if there's some unifying entry point I can use.
This was very well said, and I agree. (And I'm not ignoring). Grouping is easier. SO much easier.
I'll one-up you here and say I appreciate that Auchand asks for, listens to, and considers our feedback.
And we’re not. I was just pointing out that’s why she may not see as much of a change pre vs post
Individually, my characters are mostly pretty unoptimized, but the synergy is coordinated, so it works. 👀 Over here with my wizard who's holding a sledgehammer instead of a runestaff despite not even swinging it (and spent 275 ATPs maxing THWs, for that matter, just because I'm playing the long game and one day I hope for pures to get weapon techniques), my bard who's holding two swords and almost never swings those either because she's in robes and would never survive one hit in offensive, my baby paladin who's also in robes...
it was a joke...
ah ha! So sledgehammers for my wizard! Now I know the secret!
You rolled a 1. That's a rookie number. Put your back into it, lad!
Taking a snapshot of this for posterity 🙂
(For clarity, though, I have not hunted today, and those observation were from both yesterday and a few days ago on live. Seem to be confirmed, though)
They have this new thing called a fixskill, I'm not sure if you've heard about it
But if I got used to +42 bolt AS now, I'd be reluctant to let it go when pures get weapon techniques in 2027. So I must keep my 50 Ascension THW and 20 Ascension CM!
My impression was volley, 1630, and 335 also did not trigger it. (1630 maybe on the first target in room, but not the additonal)
I have not tested in recent test or live today, though, where I think there is additional messaging per attack, and not just the 'deluge' messaging that triggers once.
1630 and 335 open cast don't. Volley... hmm... appears to trigger on the first target.
Sniping from hiding also did not seem to trigger it (again, old data from 3-4 days ago now on Live). This surprised me as it seems unrelated to AoE
I suspect I know why.
It's interesting because it doesn't seem to keep up with tonis either like I'll get the message then get a few swings in without the message and then it reappears. I'm not sure if it's actually removing it when there's no message or if it's just a text fluke
Was it fixed where someone could simply disband/leave their group before attacking and avoid CA altogether? Or is this a feature and not a bug? 😄
Nope. Still missing messages on some attacks in a group, unless you meant the open cast thing
Yes to open-cast.
You can let me know. 😛
Can you elaborate?
Okay so if you disband your group and attack a critter they don't receive the buff message, but they do receive the buff message when they attack you.
How about now?
(I don't really know what's causing it, so my solution is a bit of a moonshot.)
If you mean the issue I am referring to, it's still happening. I'm not taking advantage of this bug, just wasn't sure if you were aware of it.
So, you're the group leader in this case?
Yeah I just tested it with my group leader to be honest, I didn't test it with any followers.
Sure here's a flurry example although it happens in other ways too but 1st attack cascade of transcendent power message, on the shield bash, first swing, 2nd swing, 3rd swing, but 4th swing which is in the next round no message basically there are gaps in when the messaging will show up, maybe that's as intended but figured I'd point it out but basically i see it on 1 second attacks:
You are beginning to feel a little fatigued.
You rotate your wrist, your vultite kunai executing a casual spin to establish your flow as you advance upon an infernal death knight!
You launch a quick bash with your kroderine greatshield at an infernal death knight!
The greatshield strikes true, but the death knight shrugs off some of the damage!
[SMR result: 206 (Open d100: 11, Bonus: 98)]
Your size slightly hinders your attack!
Your bash connects!
... 20 points of damage!
Right hand slammed. Finger broken!
The death knight is stunned!
[SMR result: 299 (Open d100: 87, Bonus: 131)]
With fluid motion, you guide your flashing blade, slicing toward the death knight at the apex of its deadly arc!
Bloodstained light spills down from the heavens in an undulating deluge, bathing an infernal death knight's form in a cascade of transcendent power!
AS: +637 vs DS: +375 with AvD: +28 + d100 roll: +49 = +339
... and hit for 55 points of damage!
Well aimed shot, punctures calf!
** Your vultite kunai bursts alight with leaping tongues of holy fire! **
Consumed by the hallowed flames, an infernal death knight is ravaged for 88 points of damage!
... 5 points of damage!
Minor burns to left hand. Ouch.
A pulsing misty green glow suffuses the vultite kunai as it absorbs some power.
Bloodstained light spills down from the heavens in an undulating deluge, bathing an infernal death knight's form in a cascade of transcendent power!
AS: +637 vs DS: +358 with AvD: +28 + d100 roll: +23 = +330
... and hit for 55 points of damage!
Strike to temple! Saved by a thick skull!
A pulsing misty green glow suffuses the vultite kunai as it absorbs some power.
Roundtime: 1 sec.
JR>
[SMR result: 249 (Open d100: 16, Bonus: 153)]
Flowing with deadly grace, you smoothly reverse the direction of your blade and slash again!
AS: +637 vs DS: +335 with AvD: +28 + d100 roll: +10 = +340
... and hit for 52 points of damage!
Nice puncture to the back, just grazed the spine!
** Your vultite kunai finds its mark, slicing deep into the death knight's left leg! **
... 5 points of damage!
Slash to the death knight's left leg hits high!
Kinda makes your knees weak, huh?
** Your vultite kunai bursts alight with leaping tongues of holy fire! **
Consumed by the hallowed flames, an infernal death knight is ravaged for 94 points of damage!
... 10 points of damage!
Burst of flames to neck chars skin. Yuck!
You hear a sound like a child weeping as a white glow separates itself from the death knight's body and rises into the heavens.
She clutches at her armored chest. Her flaming eyes blaze precipitously as white-hot fire erupts from her floating head, consuming it in a burst of blinding light! The headless corpse sinks to the ground, unmoving.
An infernal death knight seems a bit less imposing.
An infernal death knight looks momentarily uneasy, but quickly recovers.
A pulsing misty green glow suffuses the vultite kunai as it absorbs some power.
The mesmerizing sway of body and blade glides to its inevitable end with one final twirl of your vultite kunai.
You watch for openings, eager to slash your enemy.
Roundtime: 1 sec.```
Group of 5:
+361
... and hits for 49 points of damage!
+337
... and hits for 38 points of damage!
+324
... and hits for 32 points of damage!
+245
... and hits for 43 points of damage!
This is okay for me. Everyone is able to hit, but their contributions are lessened without feeling insignificant.
Now bring back the large group challenge by increasing the resistance to groups of 6+
There is some muffling on the actual damage piece, which is why you have variations there, but it's not oppressive IMO.
Groups of 6+ just get auto-killed as the creature starts spamming wyrm moves.
how much damage does that aura absorb? is it a set number or random percent?
A real contribution here. I'm solo and I've never seen a kai proc from battle standard for 3 before ** Cast in radiant outline, a massive silver fist closes tight around the mist-wreathed banshee! ** ... 3 points of damage! Glancing blow to the right arm leaves a trail of vapor in its wake.
The psychic energy surrounding a roiling crimson angargeist intensifies the attack!
AS: +779 vs DS: +676 with AvD: +30 + d100 roll: +30 = +163
... and hit for 42 points of damage!
A fine strike immobilizes the left leg for an instant.
The crimson angargeist looks miffed.
** Chunks of earth violently orbit a tri-blade vethinye slasher, pelting a roiling crimson angargeist with heavy debris and stone! **
The psychic energy surrounding a roiling crimson angargeist intensifies the attack!
A roiling crimson angargeist's aura absorbs some of the damage!
... 20 points of damage!
Hard blow to the right hand sends fingers flying.
Alas, they reform soundlessly from thin air.
** Loose debris tears itself upward around a tri-blade vethinye slasher, spinning wildly before rocketing towards a roiling crimson angargeist! **
The psychic energy surrounding a roiling crimson angargeist intensifies the attack!
A roiling crimson angargeist's aura absorbs some of the damage!
... 25 points of damage!
Massive blow strikes the crimson angargeist and drives it back!
Good thing those ribs aren't made of bone.
** Your vethinye slasher bursts alight with leaping tongues of holy fire! **
Consumed by the hallowed flames, a roiling crimson angargeist is ravaged for 71 points of damage!
The psychic energy surrounding a roiling crimson angargeist intensifies the attack!
A roiling crimson angargeist's aura absorbs some of the damage!
... 25 points of damage!
The crimson angargeist's head wavers as your attack passes right through it!```
Lol, it's funny to see the two effects battling each other. Though Lash trying to crank it up, CA trying to dampen it (more amusing with my highlights, very colorfol 😆 )
Is this whole aura shield thingie something new to Moonsedge or or is it part of CA now?
It's Champion's Apotheosis.
This like a flat damage absorption shield?
Nope.
Is it like a spherical damage absorption shield?
Weird. I see people talking about the aura shield earlier today and yesterday, but I just noticed it a few minutes ago. Maybe it was just on the test server until recently.
Does CA buff count toward gemstones like Arcanist;s Ascendency that give bonuses based on the DS buffs to creatures?
If so that really raises the value of those gemstones in a group.
That's a good question. Pending the answer to that, I think my "ideal final Gemstones" list has just reverted to what it was before CA.
I think probably not becaues I'm only able to activate it with creatures that can be dispelled in the room, Ghasts, Conjurer's, and vampires.
Ok, back at a keyboard and setting up for a hunt. Will test the open-cast things I saw before, unless Leafiara already confirmed they now trigger CA.
🙂
It feels like since CA is a buff to creatures though it should be something those gemstones should take into account, and currently doesn't seem to be. Maybe it isn't considered a spell? It definitely is raising DS though.
Bloodstained light spills down from the heavens in an undulating deluge, bathing a grim gigas skald's form in a cascade of transcendent power!
You lunge forward and try to hamstring a grim gigas skald with your ghezyte harpoon!
You hear the soft tinkle of rolling dice, followed by the sound of coins dropping!
[SMR result: 74 (Open d100: 62)]
Your swing goes wide!
Roundtime: 3 sec.
Did you do something to SMR?
How are we supposed to disable things?
And.. blocked.
Bloodstained light spills down from the heavens in an undulating deluge, bathing a niveous giant warg's form in a cascade of transcendent power!
You lunge forward and try to hamstring a niveous giant warg with your ghezyte harpoon!
[SMR result: 63 (Open d100: 66, Penalty: 1)]
Your swing goes wide!
Roundtime: 3 sec.
Group of 5. Transcend Destiny is 10.
That ego, man. 🙂
🦝
Please stop personally attacking me.
Are you having trouble with all of your CMANs or just hamstring?
That comment was directed at Auchand, not you. Yanno cause he said he was counting himself as 5 players.
Y'know, bards of a certain age...
I'm hamming just fine
same... group of 2, only 1 rank of hamstring:
You lunge forward and try to hamstring an infernal death knight with your vultite trident!
[SMR result: 137 (Open d100: 46)]
Your size contributes slightly to the attack!
With a vicious strike you slash at an infernal death knight's right leg!
... 17 points of damage!
Light, bruising slash to the death knight's left thigh.
Roundtime: 3 sec.```
You are now in a defensive stance.
Just me doing dumb things.
Dang, forest gnome AND trident enjoyer. How is Tijay so cool?
I mean, for him a fork is a trident soooooooooooo
I think I need a nap. Also using cmans should automatically put you into offensive stance.
You don't need to be in offensive for all of them, so I think that would not be well received
You can write an alias for the ones that do tho, yeah?
I mean I know you can, cause I do... but that also means that sometimes when you do, you hit that macro too quickly after hiding and BOOM CMAN IN DEFENSIVE ANYWAY... which is just me writing lazy aliases.
I apologize, between the
and my own dumb mistake, I was frustrated and assumed it was about me.
So, observations so far as I look through my logs:
- Open 316 does not trigger CA
- Hallowed Reprisal (Paladin standard tier 2) does not trigger CA
- Hallowed Reprisal definitely not triggering CA... just saw a nice death crit from electricity and no absorb messaging.
I'm not sure about 335 yet as I haven't had a good setup to test that yet.
I can test 335 real quick
The one with the absorb message attacked me before i cast.
Your skin is suffused with a subtle gold glow as you pray to your patron for assistance with Divine Wrath.
Your spell is ready.
>cast
You gesture.
As you pour your soul into an appeal to Luukos, you know that you are heard. Your skin prickles slightly all over your body, and a deep, resonant hiss echoes through your skull.
An agonized, bitter moan echoes through the area from an unseen source, and a dark emerald radiance ripples through the air around you. The power of Luukos has answered your prayer.
Long, spectral talons materialize from midair to tear viciously at the body of a sleek black kiramon stalker!
CS: +574 - TD: +454 + CvA: +25 + d100: +38 + Bonus: +8 == +191
Warding failed!
... and hits for 38 points of damage!
A sleek black kiramon stalker's aura absorbs some of the damage!
... 35 points of damage!
Strike clean through neck, what a shot! Good form!
Light goes out of a sleek black kiramon stalker's eyes as it sinks to the ground and ceases to move.
Cast Roundtime 3 Seconds.
>
Something stirs in the shadows.
>
* It's a great day to be an undertaker when Magneslim comes to town.
>
A sleek black kiramon stalker is forced out of hiding.
Long, spectral talons materialize from midair to tear viciously at the body of a sleek black kiramon stalker!
CS: +574 - TD: +454 + CvA: +25 + d100: +47 + Bonus: +8 == +200
Warding failed!
... and hits for 40 points of damage!
... 35 points of damage!
Strike clean through neck, what a shot! Good form!
Light goes out of a sleek black kiramon stalker's eyes as she sinks to the ground and ceases to move.```
here's a cleaner cast on 2 fresh targets including a 316 open cast:
Your skin is suffused with a subtle gold glow as you pray to your patron for assistance with Censure.
Your spell is ready.
You gesture.
Speaking the words of a sacred incantation, you channel the power of divine displeasure toward those deserving of punishment.
CS: +574 - TD: +421 + CvA: +25 + d100: +62 + Bonus: +8 == +248
Warding failed!
A corpulent kresh ravager freezes, overwhelmed by the strength of the holy incantation.
CS: +574 - TD: +421 + CvA: +25 + d100: +43 + Bonus: +8 == +229
Warding failed!
A corpulent kresh ravager freezes, overwhelmed by the strength of the holy incantation.
Cast Roundtime 3 Seconds.
>prep 335
Your skin is suffused with a subtle gold glow as you pray to your patron for assistance with Divine Wrath.
Your spell is ready.
>cast
You gesture.
As you pour your soul into an appeal to Luukos, you know that you are heard. Your skin prickles slightly all over your body, and a deep, resonant hiss echoes through your skull.
An agonized, bitter moan echoes through the area from an unseen source, and a dark emerald radiance ripples through the air around you. The power of Luukos has answered your prayer.
Long, spectral talons materialize from midair to tear viciously at the body of a corpulent kresh ravager!
CS: +574 - TD: +421 + CvA: +25 + d100: +95 + Bonus: +8 == +281
Warding failed!
... and hits for 56 points of damage!
... 50 points of damage!
Perfect strike to abdomen. The kresh ravager howls in pain and drops quite dead!
With a thunderous crash, a corpulent kresh ravager falls to the ground, tiny legs kicking at the air before going still.
The ravager's paralyzed body slackens in the grip of death.
Long, spectral talons materialize from midair to tear viciously at the body of a corpulent kresh ravager!
CS: +574 - TD: +421 + CvA: +25 + d100: +58 + Bonus: +8 == +244
Warding failed!
... and hits for 48 points of damage!
... 45 points of damage!
Incredible shot clean through the throat severs the spine!
With a thunderous crash, a corpulent kresh ravager falls to the ground, tiny legs kicking at the air before going still.
The ravager's paralyzed body slackens in the grip of death.
Cast Roundtime 3 Seconds.```
also when stuff walks in midround:
>
You search the kiramon myrmidon.
It didn't carry any silver.
It had nothing of interest.
A chitinous kiramon myrmidon's exoskeleton cracks and dries, collapsing in upon itself in places. Soon, there is naught but glittering black dust left to mark the myrmidon's passage.
>
Long, spectral talons materialize from midair to tear viciously at the body of a disfigured hive thrall!
CS: +574 - TD: +409 + CvA: +19 + d100: +43 + Bonus: +8 == +235
Warding failed!
... and hits for 47 points of damage!
... 46 points of damage!
Shot shatters shoulder and severs left arm!
The hive thrall is stunned!```
So 335 is still bypassing CA; thanks for the cleaner tests.
I also see that 316, 912, and 709 do not seem to trigger CA on their own. Maybe that's okay, as they are non damaging. [Edit: I am not 100% certain on 912 and 709, as those scrolled in my buffer, but I am pretty sure I saw the knockdowns without the deluge messaging]
I have a different group than before; I am trying to test if splash damage from ball spells triggers CA, but battle has been too chaotic
No paladin or rogue in this team (for 1630, 1614, 1604, volley, and snipe tests)
hey man if i cast 335 and they just happen to step in the way of it, not our fault 😁
The Akarti can punch right through that tissue paper of CA. It's their group, not ours.
[Edit: Or, they are solo. Fits the theme!]
Keruta living the lonely life out in SG, just him and his goat
I see why. I don't have a good quick answer for it, but I see it.
I read that as "Just him and his gout."
too many fatty fish in his diet
His goat has gout, and it's rude of you to bring it up.
how much gout would a goat gout gout if... y'know what nvm
Man, we could have a full on gout goat rodeo with the right attitude.
I’m fairing well in ME currently in a group of 6 pretty good spread really, pal, war, wiz, emp, ran and cleric all with around 16-20m exp The CA is def noticeable especially when it comes to TD and CS that is a serious challenge. However, we still emerged victorious every time. I had one close call that without emergency measures might have gone poorly. In the end… it’s a healthy boost to the mobs without being unmanageable. And the spawn boost is a nice bonus
I should note that the only character with mildly invested gear is myself, the rest, while still might be considered moderate gear, are not expensive pieces at all.
I cannot however speak for HW, I have not tried there extensively
Dying more in HW but it's still better now than it ever was.
Can confirm CA in SG is difficult... but more than bearable in a group of 4.
huh... "bearable" seems a bad standard to shoot for
(Hence the "more than.")
oh yes...thankfully "more than" bearable exceeds the standard that apparently exists.. short of enjoyable or fun or challenging.. but at least more than bearable. That's less than encouraging.
I dunno, I'm not hearing a lot of people complaining about it right now. If you have some specifics about what you don't like with the current iteration, please let me know.
I do want to note that Sailor's Grief might be the hardest Ascension ground currently.
I will. I honestly don't have enough data to base any rational opinion on at this point. I just though the lingo was interesting. And I don't hunt in SG either knowing it is well over my abilities. By the time I get there, if I ever choose to, I hope to bear it.
So like... I don't mention this super often, but before Transcend Destiny existed, there were several parts of the Hinterwilds I absolutely wouldn't go near. And I think that's okay, to have different Ascension areas and even different parts of the same Ascension area that have wildly differing difficulties. When Transcend Destiny didn't exist, I was perfectly fine with disciples and undansormrs just being things that were out of my range.
Sometimes conversations around "Ascension hunting grounds" conflate a lot of things because people have different ideas of what they mean when they say that.
I will say preliminarily that it seems the tweak to crits has helped my starsong claid perform a bit better in HW.
heck yeah Leafiara... having different zones with varying difficulties is a beautiful thing imo
So far, in a group of 4… CA in SG hasn’t deterred me from grouping with others. (Max of 5… only because it’s weird not to share quests)
Group of 4 in Gigas: CA noticeable but not deterring me. Definitely lengthens the fights, increases the risk when adds show up. No deaths tonight, but some close calls and evacs.
Adding to the list of open AoE that does not trigger CA: Implosion [edit: definitely for the secondary targets. Unsure about the primary]
This is enjoyable for me, if not fun even, and it has increased the challenge for how I approach creatures.
I'd like to see future areas designed around existing gear and against existing gear.
SG kind of went against gear with the water rooms and all the Blessing flare upgrades.
I'd like to see ascension areas that would provide an advantage if you had ... high steel, or Ice flares, or insert random material or script.
And then maybe parts of ascension areas that are anti-square where a pure might flourish. So that people have options and varying challenges.
CA lite
Oh, just realized 435 is back on the table--plus 719 and 317 and probably other things I got rid of with the previous CA iteration. Time to edit everything again...
I think the whole organically grouped players don't group together in ascension area is a problem due to how gemstones currently drop. If people aren't playing together in ascension areas isn't that a problem?
just kinda resuming what was stated yesterday about actual unique players not grouping with each other in ascension and it appears to only be MAers. Maybe that's something that requires another thread though.
I don't think there's all that much organic group hunting going on in GS in general and that's not specific to Ascension, but the way Gemstones drop does present another hurdle for those who want to do so
it's not that long ago that there was though. I use to group all the time.
Prior to gemstones there was a fair amount of group hunting in HW.
I never really hunted my characters together until Gemstones were released.
Totally lead me down the path of a bad habit. 🤣
I do organic group hunting every weekend (my weekend). I drive two hours to spend time with my RL brother who I got to return back to the lands … it’s one of the small joys/highlights after a long stressful week…
To break away and have fun with others as opposed to getting maybe a hunt in after work
My best weekends are full of adventures and laughs … shared with my love ones. That’s priceless to me.
I am likely to take on group loot for Gemstones as a personal project this week.
I think it is a QOL add.
Besides, I have to do some good to balance out what I'm about to do to you guys next.
Introducing Champion's Even Greater Apotheosis!
...I suck at names.
Greater than the original ?
That’s …
😭😭😭🫠🤷🏻♂️
It does seem like it landed in a very reasonable place
I know there was some grousing about "testing" on live, but for some stuff, we kind of have to force feedback.
(Hopefully not of the "I'm quitting and I won't name my firstborn after you" variety.)
- Working on group loot for gemstones would be an absolutely amazing change.
- Please don't be like super mean.
- People will always, always immediately react with "I'm quitting" when any change occurs, but if CA has shown us anything, it's that you're willing to listen and work with us... and that's huge.
- Please revisit 2.
I still don't know that CA is necessary after the mongen changes, but current live compared to last week's live is at least what I expected (don't really notice a difference in a group of 2).
I was wondering about that but I actually think this type of open discussion is probably better than what you get exclusively on test. I am guilty of not realizing how fluid it all is and assumed once rolled on live, it was locked and immovable. I'm am happy and grateful to have been wrong. It is far far too late on the firstborn thing I'm afraid... that was 32 years ago.
That'll do it. Maybe I can convince Tsalinx.
I think you earned a bit of trust, or a lot of trust. Some of us still have Naijin trauma.
Hey, no slamming my pre-Nyxus Dev bro.
Naijin did some really incredible work for the game. I am still kind of awed by the scope of some of his systems.
You don't argue in the same way he did. But yes, he did do some good things. Squares/Semis wouldn't be what they are now, without him. The pures are still trying to recover.
psm4: pures get mdr's
Pures/Semis. As god intended.
If I had my druthers, pures would get spells the same way others get CMANs.
MDRs!
There are so many spells in my circles I have no desire to use.
But that would be a colossal change.
a journey of a thousand mdr miles..
Just do MnM Bards. It's not as colossal.
Focus on getting rid of the bard song system first. That's likely a huge barrier to doing anything spell related across the board. 
Howso?
Make their spells function like every other spell.
spellsong stuff is a nightmare
granted...we're all talking from not knowing the backend on how they work vs normal spells, anyways... off topic
Yeah, probably better for #mechanics.
Some are prep/cast, repeat. Some are prep/cast/stop, repeat. And they don't count as spells for blink weapons, which would be my #1 ask so I can pew pew like the rangers.
But I like our private corner away from the masses.
I feel like this is gonna be a “be careful what you wish for” thing for players…
It sounds nice, but it’s scary adjacent to:
“looting in groups impacts loot cap for everyone grouped” 😱
As someone who isn’t one of the five players who regularly hits loot cap, I’m ok with that 😂
This + the silver changes are going to have everyone crying.
I use a loot command that I push out to my group that only loots if they're eligible for gemstones. It's great for finding gemstones, but I sometimes miss on their two daily LTE boosts if I don't force them to search things.
The other annoying thing is putting things away... Like... If I could put box in disk1, disk2, disk3 as a single command, and it'd put it into the first non-full container, that would be a godsend...
But only group leaders get access to all party member's disks, so your looter needs to be your leader...
Lots of opportunities
Just out of curiosity, what sort of ideas do you have for “group gemstones”?
As someone who MA’s id like to throw out there I haven’t even hit soft cap in over two years. Not all who MA are farming…
For some of us it’s just a play style. Dare I say it, some of us even roleplay, with ourselves
Spell Lores back on the table?!
you could carry a test box and have the code see which disk it fits into - then take it out and put the real box in?
Paging Dr. Gyres. Dr Gyres, you are needed in emergency room 1.
For me it’s mostly. Looter cycles through trying to jam each box into each disk in the group. Repeat until finally no box fits in any disk.
I just have eloot not grab boxes, then an alias to foreach pick up the first one on the ground and another alias to attempt to shove it in each disk.
Similar solution. Only the group leader picks up boxes, whether looting or not. [Clerics and Sorcerers excepted]
But circling back to this point... I'd love to see this. While gemstones brought [edit: a lot more] hunting to Ascension areas, which (for me) re-emphasized the benefits of grouping, I only group occasionally with one other player just due to the coordination of who loots what. The other players I would group with... we chat and assist, but don't group hunt because it's just easier that way. (Although we did group for the gemstone quest, especially for vampires, and that was fun to group with them again). Adjusting gemstones to be group looted like gigas fragments (or unlike gigas fragments: I don't care), would let us join forces into the chaotic free for all that makes for fun.
Auchand tosses out one hypothetical about learning spells like learning combat maneuvers and here I am theorycrafting about max rank Relieve Burden and finally being rid of Soul Ward.
That's okay. I have to dream about the world of 2038.
I take it all back. There are too many utility spells that people would stop learning and it would kind of accidentally destroy the game. Like we'd basically just ditch 304 and 305 because Voln exists, for example (and 130, for that matter). Or people might stop learning 614, which would devalue 325 and 420, so then we might stop learning those too. Better for Estild's old original Spell Lores idea where lores only gave spell points to improve a spell rather than learning it.
Yesterday I said I hardly noticed any difference between doing damage now compared to before CA, but after doing more hunts I can for sure see a decrease in damage.
With my empath's Wither, if I get an endroll above 200 it's really not too different than before, sure I don't really see too many 25, 35, 50, 187 damage casts, it's more like 10, 15, 20, 117, but still pretty good.
If the endroll is around 160-170 (still pretty good, not really a "low" endroll in my opinion), I do see a bunch of 5, 10, 15, 45 damage casts, but still not nearly as bad as before when it was more like 1, 1, 5, 25.
So yeah, the damage decrease is for sure noticeable, but still better than the first iteration of CA.
Not a whole lot of "feels bad" moments of just seeing a bunch of 1's scrolling across the screen.
hey. woah. we talked about this amongst the guild masters and decided the first rule of cleric club is we don't talk about 319. 😁
Yeah, the current CA seems like a pretty clean implementation that rewards high exp (which I have), great gear (which I mostly don't have other than Leafi), and precise strategy (which I have) since higher endrolls matter. Seems good.
Not to keep dragging it off-topic, but that'd give us great reason to make spells better.
we need an official post-cap folder 😁
Hopefully not a looties 2.0!
I've been hunting with a friend and it's been nice being able to play with someone else. I just told her today that it's a pity we can't cut a gemstone in half. We even added a third to our hunting party. Alas, I've been incentivized to hunt alone until I get a gemstone for the month. Wondering if there's a way to split loot too. Really hoping you figure out group hunting.
If the leader/follower searches, and everyone gets a loot roll which is then placed at their feet.
The biggest issue being that multiple treasures probably can't be placed at each persons feet.
Maybe treasure could automatically be looted into the containers set by stow set.
If I recall doing some testing when this all rolled out, multiple things can end up going in the AT FEET slot, just as the end-user we cannot purposely put something in that spot when something else is already there. So hypothetically speaking it is possible for the game system to place individual loot in someone's AT FEET slot. But this is likely divulging from original Champion's Apotheosis thread stuff and should be spun up in its own thread.
Something like: Un-Incentivise Gollum Gemstone Farming
Man - I'm 2 days back. But this just feels like such a profession specific categorization. Scatter is definitely easier, in my experience as a KS rogue/warrior, than any of the areas you mentioned. Also - Inside ME castle vs outside is also easier from my perspective than outside. Boreal Forest...that place was NOT fun.
Was this teased anywhere? What does a hunting review mean? Has any place received one before that we can compare it to?
boreal has been spicy
Out of curiosity were those areas/creatures that were "out of range" before TD on your insanely high EXP characters? When grouped/solo?
Did 5 man group SG last night … tough and rough but still enjoyable. Very satisfied with the current iteration of CA in small groups
This included a few hunts that ended in less than a pulse as well due to my party being forced to retreat
Super high praise indeed after the frustration you expressed earlier!
I felt like small groups were adversely affected and subtracted any incentive to hunt together outside of friends.
Everyone plays GS for different reasons, many would argue that RP is the main reason… I stay and play because the friends I have made here and… I think hunting is incredibly fun (with challenges)
So hunting with friends in challenging areas is usually the best of times for me.
If you want to go fast, go alone.
If you want to go far, go together.
I can agree with the meme style quotes at the end, but I wouldn't describe small groups affected "adversely" compared to larger groups.
IMO, the greatest disincentive to hunting with friends in Ascension is the jewel loot mechanics, and we have hope here.
My groups of 4 with various professions and strength see the effect, and I have needed to sym return/130 a few times as the battle started to get out of hand... but the difficulty increase is neither punishing nor insta-crit-kill due to massive AS increase.
The combat effectiveness of my primary characters (with some levels of enhancive set) and the secondary ones (badge only, and some weren't useing that) is also apparent. I again need to up my game with planning-aka-dont-be-lazy-with-badges-and-small-statues.
I was strictly talking about Leafi in what you're replying to. "Out of range" is probably a bit much as a descriptor. I could hunt disciples and undansormrs before Transcend Destiny, but it wasn't worth doing because the undansormrs took several times longer to kill than anything else and the disciples were hundreds of times more likely to kill me than everything else combined, but obviously the rewards weren't commensurately better in either case. The rewards were (and still are) actually worse in the case of undansormrs since they have no loot besides skins, which at the time were only about 133% as valuable as valravn skins--but valravns drop boxes and gems.
What was out of range before Transcend Destiny, not for Leafi but for other characters, was disirs. The requirement to avoid sheer fear from max level disirs in the Hinterwilds is effective level 109. Symbol of Courage and S5 armor only brings a character to 108. Clerics, empaths, and paladins know sheer fear protection spells, so I could bring them in anytime, but anything else needed to either Sanctify up and use a shield (hate it), Sanctify up and use a runestaff (also hate it, but less so because at least it adds CS), use Bravery as an imbed (don't hate it, but it gets old really quick maintaining a ginormous supply of ranger rods because they don't hold that many charges of an 11-mana spell), or bring lichbane talismans (what I actually ended up doing because it was the least of the evils, but it too is cumbersome).
tl;dr: I get why people wildly overhunt the Boreal Forest, Eldurhaart, and Ojandhaart even though Fjallarhaart is massively richer and not even much more difficult. (The Pits or Spirit Walk are also massively richer, but are more difficult. This all assumes that by "difficult" we mean "higher exp/gear requirements to achieve comparable kill speeds." Wouldn't be my definition, but TTK seems to be important in dev's modus operandi.)
I'm just happy to kill more than kills me. Watching folks "wildly overhunt" the Boreal Forest is part of why I pointed out that exp is more important (powerful) than gear... @formal shoal disagreed with me but I stand by it. A 50m exp character hunting with bland gear will outperform my 9m exp with great gear almost every time that I can see. As they should.
I mean, it depends. Gear could overcome that gap, but at that point it's not just great gear, but best of the best gear. Using a pure as an example because that's the most expensive thing to close the gap with, someone could spend 1m bloodscrip for SK 515, 6m bloodscrip for max spellbook enhancives in three circles, 400k raikhen for greater surita, 460k bloodscrip for adding and fully upgrading a sigil staff, 150k bloodscrip for enchanting potions to +50 on armor and runestaff, and 2.75m bloodscrip for +75 on the armor and runestaff.
Stacking all of that would make up the gap of 0 Dodging, fewer lores, no Transcend Destiny, probably not even 3x spells yet at 9m exp, etc. with some pretty directly comparable buffs via gear. The one major missing piece that's not as translatable would be the SMR defense (since it's not just 0 Dodging, but not yet 2x Perception and 1x CM), but that's kind of what SK 515 is for--compensating the poor defense with much faster and superior offense.
that's a bit of an investment (some of which I have actually made)... do you do makeovers? I need to book an appointment sometime post lottery win.😆
I would subscribe to a Leafiara makeover segment
I occasionally have done makeovers! i.e. someone DMing me to figure out how to make the best of some ludicrous amount of bloodscrip they want to spend.
I don't feel like CA changed the viability of how I play at any iteration. Things are definitely a bit slower now, and general risk level has risen, but all still within tolerable thresholds. But I'm okay with a supercharged draugr occasionally cleaving a head off. But I do think that broadly speaking my squad is "ascension ready" in terms of overall EXP/gear. I think it landed in a good place. Cheers to Auchand to having an effective and open-minded feedback loop, made a huge difference.
I only lack the 2.75m BS to take my armor and staff to +75 and then the SK 515 and max spellbook enhansives
a girl needs a dressing room
Luckily, it’s all farmable or tradable
leafi consigliere
[SMR result: 171 (Open d100: 169, Penalty: 3)]
Vile claws slash at you, their touch burning with otherworldly cold!
Your hemp bracelet pulses briefly, deflecting some of the freezing damage! The bracelet glints one last time, then grows dim.
... 20 points of damage!
You stagger as the icy attack shatters your left leg.
You are knocked to the ground!
You are stunned for 4 rounds!
One of the shadowed limbs pulls you close to the rift!
... 65 points of damage!
Chest decompresses violently and explodes in a shower of bone and lung!```
How can we go about getting a CA buff for ourselves. 0 deaths pre-mob gen in about 1.5 years. 5 in a week due to this! DR hess+CA certs.
The buff is +1000 exp for getting raised by a cleric or paladin!
I mean... I'm serious. Every time my sanct machine cleric dies I'm like "awesome, that saves me about half an hour of playing this character for Sanctify resources."
To clarify. My paladin resources are pretty much not in demand.
would be sort of boring if I was invincible. Finally able to die after 1.5years seems like a good thing.
I mean. I played a lot and paid a lot to mitigate things. Walking into a room and insta gibbed isn't fun either. But it was mostly said in Jest.
I did almost exclusively bandits for over half a decade and didn't really find invincibility boring, but I might be an exception. 👀
Can confirm, you're built differently 😉
Lack of progression would bore me, though, but Ascension training has centuries worth of content on that front.
Different strokes. I said a while back in this thread some people pay or play a lot to see numbers go up and to see numbers go BRrrrrt. I think that is fair.
ideally you're playing and paying a lot for greater challenges and greater rewards. Pushdown doesn't feel as rewarding as being able to take on a new challenge. I'd expect that new pirate hunting ground would be Ascension + level
I don't even think at 40m xperience and 10b in gear I am prepared for anything close to asc+. So ME is fine for now and maybe when the ME rooms have 12 I could get a CA buff like mobs do, but I won't count on it.
They need more Elite Ascension skills so I can talk myself out of a goal of having Porter maxed on two characters by end of 2026 and another five by end of 2027.
Maybe that is part of his ASC review. Which he needs to go ahead and make a thread for!
I peered into the abyss by doing the math of how much more I could collectively carry across all characters if I maxed Strength and Porter, and now I can't stop thinking about coming back from an hour-long hunt with 150 boxes. 👀
how many 200+ containers do you have?! 🤯 i think my max is around 60
I only have three individual 200 capacity containers, but my characters range from 230-500 pounds across all their containers, averaging at 332. A lot of them don't have backpacks and are dragging down the average that way, though, so that's where I'd just start getting more 140 containers if I had more Strength and more Porter.
Edit: That's also why I was advertising buying past years' RW Tourney Containers earlier this year... futureproofing and wanting more backpack slots filled. 👀
haha well with all the notes you can get from the lumnis ring stuff, making your own 200lb bag is super easy
1000lb sack+boh, or bust.
i'm too poor 🙁
I neglect my alts but reading leafiara treat her alts like real brokies and not even giving them backpacks makes me feel better about my levels of neglect
Well, I didn't need more carrying capacity when I was just farming bandits endlessly... but now I do! 😂
how does a boh work with boxes? does it matter what the contents of the box are? or will it stack anything thats a "strongbox" etc
you drop all those off at the lockpick pool? I'm guessing you have a rogue in the party?
I’m pretty sure you can’t put containers in a BOH. They only stack single instances of items that are identical in every way, even down to number of charges
I just pick my own. Objectively, I think it's incorrect to do so instead of just going right back out hunting, but I can't stand the thought of other people getting scarabs when I could be getting scarabs. 😬
I want to pick my own boxes.... not sure it's worth leveling a rogue to 100 just to pick my own boxes... or is it.
of course it is. you also can sell your rogue resources
Did we change course on CA for the wyrm?
**Bloodstained light spills down from the heavens in an undulating deluge, bathing a silver-scaled cold wyrm's form in a cascade of transcendent power!**
Glacial hues course down a silver-scaled cold wyrm's scales and she throws her head back, releasing a wave of frigid energy that races outward in a crackling torrent!```
```You gesture at a silver-scaled cold wyrm.
Particles of dust and soot rise from the ground at your feet as you release a pulsating, platinum ripple of energy toward a silver-scaled cold wyrm!
CS: +614 - TD: +545 + CvA: +25 + d100: +19 + Bonus: +8 == +121
Warding failed!
The cold wyrm is cloaked in a blinding platinum light and assailed for 69 points of damage!
... 5 points of damage!
Searing strike to back causes the cold wyrm to grunt in pain.
**A silver-scaled cold wyrm's aura absorbs some of the damage!**
... 10 points of damage!
Blistering strike to leg shrivels skin and causes excruciating pain.
... 10 points of damage!
Strike pierces thigh!
** Jagged sparks dance along your open palms, lashing out at a silver-scaled cold wyrm in a crackling surge! Your resolve feels bolstered as the energy courses through you! **
... 10 points of damage!
Heavy spark to right eye causes tears and redness.```
Quit picking on that poor little wyrm! Maybe Auchand thought you guys were getting too good at killing it.
It's possible! If that's the result I'm not mad at it I was just surprised to see it
Listen, we're done talking about CA. It's all about farming now. Please keep your complaints to yourself. 
Also ❤️ u, but imma go buy a shovel twice your height.
The only thing they have in common is pitchforks.
And no, I'll have a cutout for the wyrm and sybil.
(Me, too tired from staying up late farming): why is Auchand talking about getting cardboard cutouts for the wyrm and sybil, that is a weird decor choice, props for the dedication tho
(I eventually figured it out)
New ability, gives the wyrm a chance to sneak attack from behind.
Im still waiting for the ultra rare red idol that summons a red wyrm that's level 150 or something absurd.
When killed, it gives 25k Field EXP
... or bring back the ghost ring bug and let us fight 10 wyrms at once!
<insert 10 wyrms falling on riend>
I mean, it's the only realistic outcome.
Roundtime: 1929349 seconds
What do you meaaaaaaaaan, that happens now! (well it feels like it does)
gem activate forceofwill
...wait 1929348 seconds.
Such a nerf 
AS: +1006 vs DS: +711 with AvD: +24 + d100 roll: +94 = +413
... and hits for 84 points of damage!```
That wyrm CA 😆
That seems excessive
My baby paladin actually landed a whole hit, and didn't die! 😆
Your spell is ready.
You gesture at a silver-scaled cold wyrm.
Bands of spectral mist ripple and surge beneath a silver-scaled cold wyrm!
[SMR result: 115 (Open d100: 13, Bonus: 125)]
... 10 points of damage!
Jarring blow to the cold wyrm's shield arm.
** Your rhimar tomahawk surges with power as gold and topaz radiance coalesces around it! **
... 10 points of damage!
Heavy spark to left arm. Gonna hurt tomorrow.
Cast Roundtime 2 Seconds.```
Or does the DS seem insufficient? Makes you think. Hashtag deep thoughts.
Yall gonna hate me … but CA could be tweaked to half a percent harder for groups. 🤣
Or the reverse psychology of being wiped every few minutes of the last iteration of CA PTSD is still with me
Seriously tho, 3-6 group in SG has been super enjoyable.
Will there be a new topic/thread or whatever you call these for this change? I'm highly curious about what happens on this question.
It's getting hard to track all these threads!
not a request just curious where that conversation will continue or if it will continue... I'm not very bright and need a map most days
Task your Envoy to track them!
Bloodstained light spills down from the heavens in an undulating deluge, bathing a withered shadow-cloaked draugr's form in a cascade of transcendent power!
A ghost of rage twists a withered shadow-cloaked draugr's decaying features!
Icy rage shining in her eyes, a withered shadow-cloaked draugr lowers one shoulder and barrels toward you!
AS: +907 vs DS: +922 with AvD: +41 + d100 roll: +78 = +104
... and hits for 1 point of damage!
Tickled your back muscles. Minor lumbago.
** Your sky blue cuirass emits a searing bolt of lightning at the shadow-cloaked draugr! **
A withered shadow-cloaked draugr's aura absorbs some of the damage!
... 5 points of damage!
Mild electric jolt sends the shadow-cloaked draugr into spasms.
The shadow-cloaked draugr is stunned!```
You know, if nothing else, CA has improved my armor flares or resistances.
Decided to give the Hive a crack again for the first time since CA - i predict a few deaths in my future
Just did a group hunt (not MA hunt) of 7 in the Hive. We kinda just rolled right through for over an hour with two warriors, two clerics, two rangers, and an empath. Only one death. And one of the rangers isn't even capped, but level 97.
Great party composition for the Hive, though, admittedly. I think it probably would have gone uglier with a wizard or sorc, or possibly bard... but everyone could take even a CA-boosted DS pushdown stalker hit. Grizzled CA-boosted broodtender did take a noticeable amount of effort to finally take down, though!
Poor Tearie…
got out of the loop in CA - is there anything with CA which would affect solo hunting?
Nope
sweet thanks
So it looks like grabbing a dead body does create a group for CA purposes. Could be risky for some rescuers which probably makes sense in ascension but its something to be aware of
A complex pattern of fiery orange energy flashes briefly into existence between you and a sleek black kiramon stalker, deflecting the assault entirely.
R>
A sleek black kiramon stalker aims a preternaturally swift bite at you!
AS: +572 vs DS: +840 with AvD: +32 + d100 roll: +85 = -151
A clean miss.
R>ho body
You reach down and tenderly cradle Deader's lifeless hand in yours.
>
Bloodstained light spills down from the heavens in an undulating deluge, bathing a sleek black kiramon stalker's form in a cascade of transcendent power!
A sleek black kiramon stalker skitters mercilessly forward to slash at you with a razor-sharp foreleg!
AS: +599 vs DS: +840 with AvD: +35 + d100 roll: +81 = -125
A clean miss.
>sym of return
Your surroundings blur into a white fog . . .```
* Auchand just got iced in the Hinterwilds!
CA tuning in-progress?
lol was just about to post that
My second guess was a mutated farm locust, but I'm in Prime, not Test.
writes something down
I think you had said somewhere Auch that you might take a look at loot distribution I believe for groups around gemstones, would that still be a possibility?
Yes.
FYI It appears that CA is proccing in Talon Isle when hunting alone. I am not grouped during proc, and it procs about 1% of the time. Can provide logs upon request, but it's clearly proccing CA. Unless there is a rogue or hidden GM following me around, I think something is curious about the CA procs in this area.
I got 16 procs yesterday after a fairly long hunting session. I have seven procs today after eight hours of non-continuous hunting.
Times shown are Pacific cause west coast is the best coast.
Most recent death where I was briefly grouped:
[2025-12-04 T20:31] It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...
Most recent occurrence:
[2025-12-04 T21:27] Bloodstained light spills down from the heavens in an undulating deluge, bathing a fulminating stormborn primordial's form in a cascade of transcendent power!
I wonder if it's someone engaging the primordial before you come upon it. I had a similar thing in the Hive where I confirmed that Morvik was solo hunting, I was solo as well but when I passed through his room on a rescue bounty it triggered CA despite us not grouping.
[Kresh Warrens, Breached Hollow - 34171 - 34171] (u13041101)
Broad and vaguely ovoid, an unnatural hollow opens within the mottled stone to form a chamber with furrowed walls. Tunnel mouths gape at irregularly spaced intervals, their recesses cast in shadow by the pulsing emanations of an amber-hued barrier stretched taut across a ragged crevice in the chamber's wall. You also see a green garnet, a corpulent kresh ravager (dead), a star sapphire, a disfigured hive thrall (rooted) and a corpulent kresh ravager (dead).
Also here: Morvik
Obvious exits: north, east, southeast, southwest
Your glacier spirit followed.
>
Bloodstained light spills down from the heavens in an undulating deluge, bathing a disfigured hive thrall's form in a cascade of transcendent power!
>
A young dwarven child arrives, following you.```
Hmm....I thought CA was supposed to be limited to Ascension areas? Just getting hit with it in the Atoll
A triton warlock (PKN) points a single golden nail toward you!
CS: +426 - TD: +387 + CvA: -6 + d100: +43 - +15 == +61
Warded off!```
That's not CA.
Arcane insight suffuses a triton warlock (PKN) as a wash of nameless color spreads through her aura.
That is normal buff mechanic of those creatures in Atoll. Been around for years. The actual CA messaging is:
Bloodstained light spills down from the heavens in an undulating deluge, bathing a sleek black kiramon stalker's form in a cascade of transcendent power!
sub the creature name of course.
Funny enough... you posted a similar attack in 2/2025. No clue what that buff actually is called, but it's been around for a long time
Oh weird. Haha. Thanks!
Possible, however I don't see any other players hunting in my area during my hunting hours. I was thinking it could be a hidden rogue. I bet Auchand is following me around trying to learn what an awesome Empath that I am!
WOW! That critter even had 2 of the same 3 letter code back in February.
Is it your child escort?
I think they are considered part of your group…. I think 911 will hit them and 1608 protects them.
It was although I never engaged the thrall I was just walking through the room.
Doesnt matter. CA can trigger if they engage you. Maybe “engage” here as a prep or silent messaging contemplation on about to attack you.
I'll name my next cat after you
Yay.
anyone notice that bonespear spawns seem to not be using the new system? or is it just me? seems like a lot of wandering around to find nothing for a bit
Bonespear isn’t ascension is it?
I think Neovik may have meant to post about Bonespear in the spawn rates thread
Ohhh that makes sense my bad
ah yeah! thanks! sorry
Hmm...is this aura absorbing damage CA kicking in?
Your kroderine buckler flashes toward a bloody halfling cannibal (QMD)!
[SMR result: 224 (Open d100: 38, Bonus: 90)]
... 57 points of damage!
... 25 points of damage!
Strong blow to chest!
A monstrous, too-wide smile spreads across the cannibal's (QMD) face as she collapses to the ground, dead.
Your kroderine buckler ricochets off the halfling cannibal (QMD) and flashes toward an immense gold-bristled hinterboar (BTG)!
[SMR result: 212 (Open d100: 20, Bonus: 116)]
... 50 points of damage!
An immense gold-bristled hinterboar's (BTG) aura absorbs some of the damage!
... 20 points of damage!
Good blow to back!
The gold-bristled hinterboar (BTG) is stunned!
An immense gold-bristled hinterboar's (BTG) aura absorbs some of the damage!
... 20 points of damage!
Footing lost! The gold-bristled hinterboar (BTG) wrenches back trying to stay upright.
Your kroderine buckler rebounds back to you but you miss the catch and deflect it to the ground.
With a sigh, you retrieve it.```
Cause if so - I dont' get it. I was solo and hadn't been part of a group at anypoint.
In a similar vein to some of the other posts I just had a group come and stand in the room I was hunting in as a solo hunter it seems like they were waiting for someone before fogging out and all of my creatures got hit with the CA buffs. It was only 2 people so not the end of the world but if it had been a larger group it would have been rough.
Once we're through some of the bigger stuff we're doing right now, I'll be refocusing on this and some other pickup work.
I miss any new news regarding the changes or just a bunch of ascension talk and getting rid of certain items to make playing harder i.e. getting rid of survivalist kits to seek out empaths ideas etc?
Wrong thread bud
yea i just figured that out, obviously need coffee
Anything new with this?
You'll know it when I do it. I did take a look at it, but the Deck of Many Priorities shuffles a lot.
I heard a rumor this was going to be prioritized BELOW the area wide Sword Hymn Buff (meaning anytme it's played, it's active for everyone in the area, regardless of whether they were there the moment it was played)
Right? Right?
Onslaughts -> Farms -> Gemstones -> Hymn fix.
If Sword Hymn gets changed, it will likely become an area-wide buff that refreshes, yes. And falls off if you leave the area.
oh man... be careful what I wish for!
Appreciate that impromptu update 🙂
you promptu'd him though, its very promptu
If I could borrow your deck I have the most amazing forced-card trick... guess which one you will choose... every. single. time. Group loot!
It would be sweet if other groups triggering CA wouldn't result in solo players then facing mobs with the CA aura, but I still see it happening.
I remember.🎗️
CA seems to be getting applied in Sailor's Grief when i'm hunting solo, but only on golems, and only when i cast Torment (718): You feel a dark force lash out at a kelp-tangled coral golem! CS: +604 - TD: +482 + CvA: +25 + d125: +4 + Bonus: +2 == +153 Warding failed! A kelp-tangled coral golem is engulfed in an eerie, dark haze! It flinches in pain! A kelp-tangled coral golem's aura absorbs some of the damage! ... 1 point of damage! Deft slash across chest draws blood! The coral golem takes a deep breath.
is this intended?
I wonder if torment is actually counting as an extra creature, that'd be funny
Missoni got too powerful, now she's her own group
My guess is there was another group on the area that had recently attacked it and the aura was still active when you got to it.
i was the only one up there on the seat today, and it's been happening consistently. i waited to mention it because i had that same thought. eta: i've also seen it happen on fresh spawns.
Lord V'Tull sees through your deception - that helper demon is clearly part of your hunting group
You glare malevolently at a kelp-tangled coral golem.
CS: +544 - TD: +507 + CvA: +25 + d110: +91 == +153
Warding failed!
You feel a dark force suddenly summoned between you and a kelp-tangled coral golem.
A kelp-tangled coral golem is engulfed in an eerie, dark haze!
It flinches in pain!
A kelp-tangled coral golem's aura absorbs some of the damage!
... 5 points of damage!
Cast Roundtime 3 Seconds.```
can confirm, getting the same issue with golems. this is my sorc solo
Hmm.
is this still a sticky note somewhere? Curious if it still has potential.
It is.
is there anyway to know if mobs are buffed by CA if go into a room without a group?
feels like im running into overturned mobs when im soloing and way more often during peak hours
When you attack a mob with CA, this message will appear right before the attack attempt:
Bloodstained light spills down from the heavens in an undulating deluge, bathing a heavily armored battle mastodon's form in a cascade of transcendent power!