Can we flatten out inscription base scaling?

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edge2054
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Can we flatten out inscription base scaling?

#1 Post by edge2054 »

The amount of variance between inscriptions base power (not the scaling stuff) is really large. As an example here's a screenshot of shielding runes generated on high peak level 1 with a level 50 character.

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Davion Fuxa
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Re: Can we flatten out inscription base scaling?

#2 Post by Davion Fuxa »

Runes have Tiers which I assume have some impact, might be more of an issue that you found weaker Tier Shielding Runes.
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grayswandir
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Re: Can we flatten out inscription base scaling?

#3 Post by grayswandir »

Inscriptions specifically don't take material level into account when they're generated, only general level. (They use mbonus_level instead of mbonus_material)
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Doctornull
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Re: Can we flatten out inscription base scaling?

#4 Post by Doctornull »

Yeah the weird thing about inscriptions is the double scaling: you get the base from scaling mbonus_level (1 to 50), then you get the ego bonus which scales with one of your primary stats (so goes from 10 to ~100).

At least these two bonuses are only additive, I guess that's a plus. :)
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SageAcrin
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Re: Can we flatten out inscription base scaling?

#5 Post by SageAcrin »

Tier of the dungeon sort of matters, but not enough to really keep this from being a valid point.

Some thoughts on skimming the list;

Healing: CD range on this is fine. Change the bases to 80, 50-these need to be a little better on base anyways.
Regeneration: CD range on this is fine. Change the range from 550, 60 to 450, 160. (This is not to say the base regeneration should be buffed. It doesn't need it.)
Wild: Should be fine, though I'd like to see the CD lowered to 11, 15 in general just as a subjective thing.
Movement: Change from 500, 300 to 300, 500. Change CD range from 13, 20 to 13, 17.
Sun: Sun Infusions have their own weird problems and are hard to judge relative to the others.
Heroism: Change from 700, 100 to 400, 400. These don't need a large range, they're already later game.
Insidious Poison: Change to 10, 16. (Why are these so high CD?) Change the heal factor range from 50, 20 to 35, 35. Damage range is probably okay since enemies very early can pack these...
Phase Door: Could stand a 6, 10 CD, but that's more of a rebalance idea than saying it has too high of effectiveness ranges. Range should be 8, 8 rather than 10, 5 though, 5 range Phase Doors are the worst.
Controlled Phase Door: Could also stand an 8, 10 CD, and an 8, 8 range, but this is again more of a balance quibble-the raw ranges on them is fine.
Teleport: Should probably be 70, 50 for consistency, instead of 100, 20.
Shielding: Should be 14, 19 instead of 14, 24. Power range should be 450, 100 instead of 500, 50.
Invisibility: Should be 14, 19 as well.
Vision: Should be more like 12, 17 CD.
Heat Beam: 12, 18 CD.
Biting Gale: 12, 18 CD. Why is this higher than Heat Beam?
Acid Wave: 12, 18 CD. Also higher.
Lightning: 12, 18 CD. Consistency on similar runes makes sense.
Manasurge: 20, 25 CD range. The rest looks good though.

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Re: Can we flatten out inscription base scaling?

#6 Post by Davion Fuxa »

I assume cooldowns on other offensive Runes are higher then Heat Beam because Heat Beam is a weaker Offensive Rune. I'll also state again that Heat Beam should likely have lower cooldown then Wilds so that it fills the niche of removing Physical Effects over the latter.
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