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character health:)
Posted:
Tue Apr 07, 2009 10:42 am
by marzuku
Well i was stacking my items differently on my character "carnage" and noticed by stacking it in different ways i would get more than 200 hp pluss or is this 200 hp i was missing?
now i have 2103 hp and 355 defence, by stacking it differently i can get 2020 hp 2063 hp 1998 hp.
i stacked them and made a list about how i could stack for highest amount hp gain.
Spirit dragon axe
Aurelian platemail
Argent belt
Devine aegis
Aurelian gloves
6 bjs
Helm of spite
This is my recipe for 2103 hp, put your items the same way and see if you get the same results, i stacked mine after their abilities though.
and i now found the only reason im 26 is because helm of spite gives me an ability level
Re: character health:)
Posted:
Tue Apr 07, 2009 1:14 pm
by Joe M.
This is in the issues list, though I'm not sure that it's something that Karl wants to fix. The problem is that all of the %HP/MP items give you a % bonus based on your modified HP/MP, not your base. So if you have, say 100 HP, an item (A) that gives you +50 HP, and an item (B) that gives you +10% HP, if you stack (A) then (B) you'll have 165 HP, but if you stack (B) then (A), you'll have 160 HP.
With the Bejewled Rings, this can make quite a difference.
I should note--I haven't tested this in a while: it could have been fixed without me noticing.
Re: character health:)
Posted:
Wed Apr 08, 2009 8:03 am
by Karl G.
My brother and I have been discussing this. Personally, I like that an item's effects are compounded. Let's say you have two kinds of rings: one kind that gives +% HP and another that gives +% speed. If you have 5 +%HP rings, the 6th % hp ring is worth a LOT more than the first; similarly, a sixth+%speed ring is worth more than the first 5--and mixing/matching rings may let you spread out a bit, but you won't get half the benefit with half the rings. You'll get less than half, so it encourages characters to go all-out.
However, the problem that Joe mentioned is not easily solved without sorting your inventory every time your avatar's equipment changes. I guess I'll just make it do % of base values then and not compound...
Re: character health:)
Posted:
Wed Apr 08, 2009 9:07 am
by Joe M.
I like the compounding a lot myself (it's a simple reward for the thinking player, the kind of thing we want to encourage, right?), I just wanted to make sure that it was intentional.
Re: character health:)
Posted:
Wed Apr 08, 2009 10:03 am
by marzuku
Joe M. wrote:I like the compounding a lot myself (it's a simple reward for the thinking player, the kind of thing we want to encourage, right?), I just wanted to make sure that it was intentional.
im actually quite entertained with the idea and the way a player has to think to be able to do this, he actually has do to his own experiments like i do, like f.ex when i tested sorting my storage, i dont really know but i think im duplicating items by taking items inn and out inn a certain manner.
BTW keep the stacking of items, its nice to have people on square experimenting, this way square will never be boring.
Re: character health:)
Posted:
Wed Apr 08, 2009 7:44 pm
by Karl G.
Ok, I'll keep items stacking. I just got the impression that it generally wasn't appealing, but if that's not the case then I'm glad it's staying
Re: character health:)
Posted:
Sun Apr 12, 2009 2:51 pm
by sourceofprovidence
I also like the idea of having different stacks, because 1 might add more hp, but antoher stack will help your def it's a balance of what u want with the same gear. It'd be nice as a new player to know about this.... i went from 360 hp to like 562 or so which was a huge jump for a mage. Although I love my hp now in comparison.