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Old 08-19-2009, 01:18 PM  
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Default Gear degredation being put into place early!

Ok, from what I read this is going to be going live soon.

So when this goes live will it automatically make the Blood Thirsty Choker and the Ring of Four Winds worthless?
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Old 08-19-2009, 02:19 PM  
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Default Re: Gear degredation being put into place early!

proof etc etc
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Old 08-19-2009, 02:50 PM  
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Default Re: Gear degredation being put into place early!

Aeralik


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We have the system working and most of the work is done on it but it won't be part of gu53. When we are closer to turning it on we will probably make an announcement about it and provide more details.

http://forums.station.sony.com/eq2/p...opic_id=456761

Last edited by Insayn; 08-19-2009 at 02:53 PM.
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Old 08-19-2009, 04:24 PM  
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Default Re: Gear degredation being put into place early!

Pretty standard SOE, make something nice enough to get people to do the same old content 1000 times for a piece 'for raiding'. Then when it get mainly 'tapped out', nerf the hell out of it.
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Old 08-19-2009, 10:42 PM  
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Default Re: Gear degredation being put into place early!

They are just adding in what every game has in it already and its only for % based effects.

Still think it should be target based instead of caster based.
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Old 09-08-2009, 07:11 PM  
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Default Re: Gear degredation being put into place early!

Having a choker on my bruiser, yeah - this stings a little.

Having no feasible upgrade path for a neck item on him? Sucks even more.

I like having things to look forward to - the 33 dps proc MC ring @72 and choker @ 70 both stick out as big-ass mistakes in itemization that this will fix...
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Old 09-08-2009, 07:32 PM  
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Default Re: Gear degredation being put into place early!

Should they add this early? Absolutely. The sooner the bitchfest begins the sooner we can rip it right out.
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Old 09-09-2009, 01:18 AM  
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Default Re: Gear degredation being put into place early!

Now, having said I like having things to look forward to... if it equates to "I have 100% MC and 75% DA at level 80, it degrades to 50 MC and 25% DA at 90 w/gear degradation, I spend tons o' time upgrading gear to get back to 100% MC and 75% DA at level 90 and parse what I did 10 levels ago"...

Fuck that. Here's to hoping they are a bit more creative than all that...
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Old 09-09-2009, 10:47 AM  
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Default Re: Gear degredation being put into place early!

That is pretty much the fear that is shared by most people who oppose these nerfs.
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Old 09-09-2009, 01:46 PM  
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Default Re: Gear degredation being put into place early!

An extrapolation of an idea someone on the forums there had:

Take current "+1 melee crit chance", and instead of that being 1%, literally make it +1. Just +1 unit. So if you have 100 Melee crit units, you have a 100% chance to crit against same-level mobs. If someone is one level higher, their level mitigates, say, 5% of that. or 3%, whatever the #. If you need 200 Melee Crit to have a 100 Melee Crit rate against level 90 mobs, that leaves them a clear path to upgrade gear without lowering your efficacy against lower tier mobs.

Make the same thing apply to double-attack and spell crit (it actually stands to reason - the stronger an enemy is the less likely you are to be able to land two hits on it, or take advantage of a weakness in it (spell crit/melee crit).

Now, for heal crit -> same idea. Your heal crit units against a player's level. A level 90 player is far more hardy/badass/what have you than a level 80, so you need 200 Heal Crit in order to critical heal them every time. If you have 150 - yeah, you'll crit against someone level 85 every time, or 80 every time - but a level 90? 75% of the time. They're harder to heal, thus harder to do it right.

Will you have lower dps against a level 90 mob? Well, not really - with the current gear, sure, but with upgraded gear it should be pretty much the same dps you have now. Given that mobs get stronger as players get stronger, that simply implies their defense has increased as your offensive skills increased.

Make CA damage mods and heal mods work the same way - all of it contested vs. target level - and you have a system that doesn't trivialize our current accomplishments and also allows a path for real progression.

EDIT: For + mitigation items (our feet, shoulders), it's really simple - just add ~120 mitigation to the piece and call it a day. That roughly equates to 1% mitigation overall, and allows for there to again be upgrades, and puts that mitigation back into the contested territory.

Do the same with +avoidance. Deflection chance and shield block %, well, they could leave as is or convert them to a contested stat as well - either way, it's not a huge contender.

As for the +base CA damage - that's something they shouldn't have put in there in the first place. Converting that over to +CA and +spell damage and changing the DR rules for that stat would likely be the cleanest way out of that. They could also make that a contested stat as well and remove the cap.

Start adding in the idea of enemies that heavily debuff groups in non-curable ways (raw stats, resists, these actual stats) and you get into territory where it would be necessary to have > 100% on a stat in order to mitigate their debuffs, etc. There's a lot of elegant ways out of this.

Last edited by Dhuin; 09-09-2009 at 02:12 PM.
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