I'm playing a Wyrmic this time through and feeling stretched thin on talent points - the design of the class makes it hard to focus, plus I took antimagic! Anyway, considering Adept to bump all those points up.
Here's my question: With Adept and modifiers, some of my talents could easily go over 5 effective level. But I was reading that some talents are capped, while others benefit from going higher? Is there any way to know which ones will benefit from higher levels?
What talents benefit from effective level > 5?
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Re: What talents benefit from effective level > 5?
Almost every talent benefits from higher talent level. The only exception I can remember off the top of my head is Combination Kick from Brawler.
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Re: What talents benefit from effective level > 5?
Ok, thanks. I was confused because the talent descriptions on the wiki reference the scaling page. That page is hard to follow, but implies that the scaling for many of the talents maxes out at level 5, saying "returning max at 100 stat and talent level 5."
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Re: What talents benefit from effective level > 5?
I think that the talents that have a hard cap regarding their level are pretty well documented on the wiki.
I've been looking quickly at the source code.
I think that this "max" name is confusing because it would seem that's more a convenient way for the developer to have a fixed reference point, when creating a new talent, to be able to assign it's damage value.
Something like : "Hum, let's assume the character is really strong, with 100 PhysicalPower and that new Talent at level 5, well how much damages should it do ? Hum, let's say 1 000 damages.". There, "max" would be equal to 1 000.
Then, the developer decides how it scales on different levels by changing the "base" parameter. I didn't check, but it should be something like, with low "base", you scale linearly, with high "base", the increase in damage diminishes the higher the level.
When you're in game, and trying to apply damages, the game takes the "max" and "base" value of the talent, your PhysPower and your Talent level, and then it can find the right damage value accordingly, whether or not your talent level is effectively higher than 5.
I've been looking quickly at the source code.
I think that this "max" name is confusing because it would seem that's more a convenient way for the developer to have a fixed reference point, when creating a new talent, to be able to assign it's damage value.
Something like : "Hum, let's assume the character is really strong, with 100 PhysicalPower and that new Talent at level 5, well how much damages should it do ? Hum, let's say 1 000 damages.". There, "max" would be equal to 1 000.
Then, the developer decides how it scales on different levels by changing the "base" parameter. I didn't check, but it should be something like, with low "base", you scale linearly, with high "base", the increase in damage diminishes the higher the level.
When you're in game, and trying to apply damages, the game takes the "max" and "base" value of the talent, your PhysPower and your Talent level, and then it can find the right damage value accordingly, whether or not your talent level is effectively higher than 5.
Re: What talents benefit from effective level > 5?
There are no talents that have a hardcap on their level.HolyFingers wrote: ↑Wed Jun 21, 2023 6:10 pm I think that the talents that have a hard cap regarding their level are pretty well documented on the wiki.
I've been looking quickly at the source code.
I think that this "max" name is confusing because it would seem that's more a convenient way for the developer to have a fixed reference point, when creating a new talent, to be able to assign it's damage value.
Something like : "Hum, let's assume the character is really strong, with 100 PhysicalPower and that new Talent at level 5, well how much damages should it do ? Hum, let's say 1 000 damages.". There, "max" would be equal to 1 000.
Then, the developer decides how it scales on different levels by changing the "base" parameter. I didn't check, but it should be something like, with low "base", you scale linearly, with high "base", the increase in damage diminishes the higher the level.
When you're in game, and trying to apply damages, the game takes the "max" and "base" value of the talent, your PhysPower and your Talent level, and then it can find the right damage value accordingly, whether or not your talent level is effectively higher than 5.
There are some talents which ONLY benefit from raw levels and gain no benefit from mastery/going above 5 points in em.
And there are very few talents which just have no scaling effect of any sort beyond 5 despite not using raw levels.
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