Stat Bonuses from Attributes Part 2: Health and Energy

Discussion in 'Developer Roundtable' started by TLoch, Nov 25, 2013.

  1. TLoch Developer

    This is a continued discussion from the earlier topic about Stat Bonuses from Attributes in regards to Calculated Stats. In this thread, the discussion shifts to Health and Energy bonuses from Constitution and Wisdom respectively.

    What's changed?
    Health and Energy bonuses from their respective attributes were previously 'soft-capped' at 18 times your current level (for level 55, the cap is 990). This means that after allocating 990 points into your attribute, the next allocation was suddenly very weak by comparison to the previous allocation. In our latest patch to the Test Server, those caps have gone away.

    The formulas which determine those benefits, however, have not changed. So unlike Calculated Statistics, Energy and Health will continue to grow in their linear fashion from attributes.

    Why is this change being made?
    As we've said before, the development team wants to see Vanguard's stat caps go away, in lieu of a system where the bounds are defined by the nature of the system, rather than a chosen number. Moreover, future itemization aims to take advantage of the systemic influences that attributes have over other stats, rather than opting to give those stats directly. In order to achieve this, attributes need to be able to have more value, to make up for the lack of specific stats being given directly on new itemization.

    But aren't there Energy and Health Enrichments on test right now?
    You got us there. We added Health and Energy enrichments to the test build in response to player feedback to see how it would go. As with everything on the Test Server, it may not make it to the Live servers if after being tested, doesn't seem to fit. What doesn't appeal to us about the Health and Energy Enrichments is that it takes up valuable slots for other stats which are either not influenced by attributes, or have a lesser influence.

    What's going to happen to the Health and Energy Enrichments?
    We can't say for sure what will become of them. Based on feedback from Test server, we'll see whether those enrichments belong in the new itemization scheme, or if they need to be toned back a bit, or even maybe if they need to be buffed still. Only testing and your input will tell.

    Is this the last change to Health and Energy?
    Probably not. Although we haven't changed the formulas, they aren't the best and cleanest they could be. The best formulas are exempt from special-case code, and ours still have some weird things that can cause a player to actually lose their stats when they level up. This isn't appropriate for a non-percentage statistic, and we'd like to look at revisiting that. Suffice it to say, however, that although the formulas may change, your overall values will not change very much from where they are now.

    Are Regenerations affected by this change?
    They are not, however we may be talking about those sometime soon.


    So hop on test and try it out. Give your feedback and discuss it here.
  2. Gresteh Active Member

    There is no need for Energy Enrichments, at least not for casters, wisdom provides enough energy, HP enrichments are a must have for casters since caster will focus their stats on int, wis and perhaps vit... not sure about other classes, ligth fighters or tanks may see a need for Energy Enrichments but i dont think that casters or healers will use them given that they will add a lot of wisdom to their gear.
  3. Alimora Well-Known Member

    Well Imo, these new HP enhancements without a seperate HP enhancement slot are not that usefull. I guess you guys would have to decide on wether you want to implement a slot for it or remove em as a whole, anything in between just wouldnt work much i think.

    So you want us to invest in con for our hp levels, I like the option.
    Like gresteh pointed out with his glass cannon build, he would have major dps increase but the first aoe would put him down, i really like the choise aspect. And clearly his no con build would almost never be viable.

    What worries me is the amount of con we would need to get acceptable levels of hp. If im not mistaken con gives less hp return for non tank calsses, and really inst that efficient a way of getting your hp up. we need to compare how much con would be required to match the current hp levels, included fully twilighted gear.
    My initial reaction is that the curve probably has to be adjusted some, to provide higher bonuses for the low/mid con levels.

    Ps, while writing this post 5 glass canon gresteh's at karax in my group are already giving me shivers
  4. Gresteh Active Member

    The beauty of CoW gear is increasing your HP is not hard. I can increase my HP without sacrificing too much DPS. I used 8 slots for strikethrough and strikethrough chance so I could remove these and increase my HP by more than 2k hp... or alternatively I could use some of the slots I used for Critical damage bonus (I used 4)… The a big part of the damage increase comes from having 1370 int and almost 900 wisdom self-buffed, so I wouldn’t lose much damage if I sacrifice some secondary stats. My build in the live server wastes some stats and I’m over the cap on several stats(damage rating and critical chance) but CoW allows me to cap the secondary stats and use the remaining slots for “less important” stats such as HP, strikethrough or critical damage bonus.

    I have always tried to maximize my DPS so my usual build tends to be a glass cannon I have close to 5.4k HP self-buffed (a little more if I use my HP equipment) and my CoW build has 4.9k... not a huge amount of HP, but it’s not horrible.

    Increasing your int increases spell resist so it will help a little with AEs, and in top of that it increasing a character’s con is easy.

    Once I’m back from work I’ll create a secondary CoW set that trades some int for con and some secondary stats with HP and parse with that equipment too.
  5. Kimja Active Member

    Currently.

    That doesn't mean they aren't planning on changing energy consumption and regeneration in the future.
  6. Alimora Well-Known Member

    Allright so gota a chance to roll onto test and have a look at what i theorized earlier.

    I had 8.3k hp in my disciple dps set, Fully auged with double twilights.
    Took off all the gear : 5.1k, still wearing fengrots eyeball and special pouch for the 583 hp
    Replaced all the pieces available from the merchant. And started putting con stuff in until i reached the same number.
    Used 13 +50 con augs, and 3+ 40's for a total +770 con, ended back up at 8.3k.

    Rounded down thats roughly 4 hp per point of con for a disciple. To maintain my hp level with just con id need to give up 15-16 core slots. I think thats a little much commitment tbh, and my other tasks would suffer under it.

    Alternatively i could currently give up 8 enrichment slots, seriously limiting the other utility i can put in my gear.

    I remain at my original conclusion that seperate hp augment slots are needed, probabaly just on the non jewelry items would suffice, the hp augments would have to be toned down some in this situation.
    Ghostchild likes this.

Share This Page