Spellsword (formerly Addon reworking Arcane Blade Class)

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Hirumakai
Thalore
Posts: 192
Joined: Wed Aug 11, 2010 2:39 pm

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#136 Post by Hirumakai »

Frumple wrote:Out of curiosity, any idea if the upcoming weapon bond will play nicely with psi-weld weapons? I wouldn't exactly count it as something you'd be paying attention to, but a recent muckabout noticed that spellswords seem to play fairly nicely with adventurers (water strike, ferex, used all three weapons when tri-wielding, iirc, and having both arcane combat and the spellsword equivalent running didn't make things explode) and I was half-way wondering if you were doing that intentionally (that is, actually coding things so adventurers using spellsword talents wouldn't bug out) or not.

If you are, that'd be kinda' awesome. Tri-weld spellsword is an interesting experience, heeheeehee.
I will not make any guarantees, but will merely quote a section of code from the revised Weapon Bond, still under development:

Code: Select all

if self:getInven("PSIONIC_FOCUS") then
    for i,o in ipairs(self:getInven("PSIONIC_FOCUS")) do
        if type(o) == "boolean" then o = nil end
        if o and not o.type == "gem" and not o.archery then
                t.do_upgrade(self,t,i,o,target)
        end
    end
end
Make of that what you will. :)

Unfortunately, making it play nice with Egos requires alot of testing and what not, so its taking a bit longer to get this one out the door. And it'll probably still have bugs. Currently that one talent is crossing the 500 lines of code mark...

Edit: Wait, water strike is hitting with all 3 weapons? That shouldn't be happening based on the code I'm looking at...

It specifically does only two attackTargetWith calls, so I don't think its doing what you think its doing.

Kalarion
Low Yeek
Posts: 6
Joined: Sun Jan 20, 2013 2:48 am

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#137 Post by Kalarion »

I don't know, is aiming for 75% the right number. Everyone agrees that 1 per turn was too much. Is 3 every 4 turns too much?
I honestly hadn't thought of it in those terms, and seen that way 3 per 4 does seem high. What about a compromise at 2 per 3 :D

Much as I loved the way artifact creation has been working I have to agree with you... it needs toning down. Your idea looks nifteh... so you're saying artifact creation will work with greens as well as whites now? But still not blue+?
People were complaining about Master Deflection back when it was a sustain, for mitigating far too much damage.
I understand. Will you still consider bringing the stance talent back in some form to replace one of those three (Parry, deflection or grip)?

I like your idea about Master Parry. Maybe I am looking at skills like this the wrong way. I just hate investing heavily in an active skill for the CHANCE that it will work well.

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#138 Post by Frumple »

Hirumakai wrote:It specifically does only two attackTargetWith calls, so I don't think its doing what you think its doing.
Actually, yeah, in retrospect it was probably just beyond the flesh getting its swing in. Ah well.

Am pretty sure the BtF hit was firing off combat procs, though. I think. I'm fairly sure it works with AB's version, and insofar as I could tell I was getting more spellsword style procs that I normally get dual-wielding but...

I'll doublecheck sometime tomorrow. S'pretty trivial to strafe something for a while and see if stuff triggers, but it's like a quarter 'till two AM and I need sleep :lol:

Though if it does, it'll be interesting to see if it checks for dual-wielding or multiple weapons before deciding the half the chance of proc. Sword/board with a psi-weld weapon might be pretty intense. Likely not something to worry about, balance wise, for the addon itself but an interesting interaction anyway, heh. I love the subtle ways adventurers can break things, kukuku...

Hirumakai
Thalore
Posts: 192
Joined: Wed Aug 11, 2010 2:39 pm

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#139 Post by Hirumakai »

Version 29 is now out.

Changes:

1) Windstorm dropped to 5,20 scaling from 5,45 scaling.
This means instead of 50% slow very late game (~80ish spellpower) we should be seeing about 20% slowing to enemies within 3 spaces late game (assuming they don't save).

2)Arcane Armor now has a hard cap of 4 points of armor per talent point (So at 5/5 with 1.2 (6) it provides a max of 24 armor).

3)Earth Stance scaling has dropped from 5,32 to 4,24 scaling, so a drop of about 25%.

4)Combat Grip now adds pinning resistance in addition to disarm resistance, 20% per talent point.

5)Weapon bond completely reworked. It now works on non-rares, non-artifacts (whites,greens, blues, purples).
Its aiming for a quadruple greater ego artifact level, plus about 20 damage, 20 accuracy (for the investment of 5 generic points and a category point).

I didn't test all possible permutations in weapon bond, so there's potentially some bugs still in it.

Seems to work on shields, 1-handed, 2-handed and off-hand weapons properly. It now puts an "other" non-removable debuff on targets hit with melee attacks caled weapon bond mark. It lasts for 2 turns. If a target dies with weapon bond mark on it, it counts as a kill for all weapons you have in hand at that time (including shields).

So dual wielding or sword and board types should have their equipment level equally.

Hirumakai
Thalore
Posts: 192
Joined: Wed Aug 11, 2010 2:39 pm

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#140 Post by Hirumakai »

Spellsword v30 posted.

This version is just a bugfix. While playing through, I noticed I had A) omitted some traits (wielder accuracy, physical power, mindpower) and had a typo in the adding ability code (resist vs resists), which can cause a lua error.

MisiuPysiu
Archmage
Posts: 379
Joined: Tue Nov 11, 2003 10:54 am
Location: Wroclaw/Poland

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#141 Post by MisiuPysiu »

Hi Hirumakai,

Could You explain what does that mean:
Weapon bond completely reworked. It now works on non-rares, non-artifacts (whites,greens, blues, purples).
Its aiming for a quadruple greater ego artifact level, plus about 20 damage, 20 accuracy (for the investment of 5 generic points and a category point).
What is the difference of Weapon bond in comparison to previous versions? Does it make sense to change weapons from time to time? In the previous version, a very good strategy was just to stick to your first white weapon you have and to level it till the end. It made the artifact hunt less funny. Are artifacts supposed to be better or worse than self made weapons?

Cheers.

Hirumakai
Thalore
Posts: 192
Joined: Wed Aug 11, 2010 2:39 pm

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#142 Post by Hirumakai »

MisiuPysiu wrote:Hi Hirumakai,

Could You explain what does that mean:
Weapon bond completely reworked. It now works on non-rares, non-artifacts (whites,greens, blues, purples).
Its aiming for a quadruple greater ego artifact level, plus about 20 damage, 20 accuracy (for the investment of 5 generic points and a category point).
Sure.

As a base, all weapons receive +2 to accuracy and +2 to base damage for each "tier" the weapon reaches in overall kills.

At 5/5, the tiers go 1 kill, 2 kills, 4 kills, 8 kills, 16 kills, etc.
So if you sum them, to reach tier 10 takes 1+2+4+8+16+32+64+128+256+512 = 1023 kills. This would provide +20 accuracy and +20 base damage (similar to reshaping a weapon), and applies to artifacts, rares, as well as lesser weapons.

In addition the base damage (separate from the +2 per tier above), APR, crit chance, block talent and block amount are increased as you kill elites. The value it is increased to is based on player tier, which is (player level)/10, rounded down. So 1 at level 10, 2 at level 20, 3 at level 30, 4 at level 40, and 5 at level 50. Basically the item's base values increase to an equivalent material tier (iron, steel, dwarven-steel, stralite, voratun), at player tier +1. Tier 5 (or higher) doesn't do anything for these stats (it doesn't go to something beyond voratun). This again applies to all weapons. So you can turn a tier 1 material artifact into a tier 5 material artifact (but all the other cool special abilities will stay the same).

So if I am level 50, and am using Bill's Tree Trunk to kill elites, its base stats will increase to APR=4, physical crit chance =3%, and a base damage of 72, basically a voratun greatmaul stats. If you had killed 1024 enemies with it, its stats would be 92 base damage, +20 to hit, APR=4, crit chance=3%, and its innate 130% Str modifier. It may take multiple elite kills to reach these stats, as it basically increases base damage by your tier level each time you kill an elite, up to that material and weapon types maximum damage.

Lastly, all weapons you kill something with receive the plot flag, which means you can transfer them with your fortress to other characters. No handing off tier 1 weapon requirement, tier 5 quality weapons.

****

Now if you use a non-artifact,non-rare i.e. white, green, blue, purple, not only do you receive the above benefits, but now you also have to keep track of boss kills. They have their own "unique_tier", which goes with the same kind of scaling.

Tier 1 is 1 boss kill, tier 2 is 2 more boss kills, tier 3 is 4 more boss kills, etc.

To reach tier 5 takes 1+2+4+8+16 = 31 boss kills.

This is used to determine the value a weapon should be improved to using an arbitrary point value scale I wrote.

Basically 3 * tier * unique_tier * mult, where mult is 1.2 for 2-handed weapons, 1.0 for 1-handed (or shield), and 0.8 for offhand (daggers). So for a tier=10, unique_tier=5, 1-handed you have 3*10*5 = 150 points. You might expect this late game, on a weapon you've been using from level 15-20 or so.

The following code defines how the abilities are valued in those points, and what maximum they will be increased to.

p_tier_scale is related to the maximum value a weapon trait will be increased to. Take p_tier_scale and multiply by the player's tier to get the maximum value a weapon trait will be increased to. For example, APR has a p_tier_scale of 3, and at level 50, will be increased to a maximum of 15.

Scale is how many arbitrary points a point of that trait is worth. Each 1 increase in APR is valued at 1 point out of the 150 for a tier=10, unique_tier=5 weapon.

Fixed means its just worth a flat 10 points for a on hit or on crit ability since I don't have a good way of determining their value, nor any good way of increasing their effectiveness.

Max_stats=true means that the trait has been maximized elsewhere in the code, and that those points shouldn't be counted against the value of the weapon. Basically, the section above referring to killing elites and raising your APR, crit chance, and base damage. So if your weapon has 4 APR at tier 5 (like a voratun greatmaul), it ignores the first 4 points of APR in calculating the value of your weapon.

So here are the numbers (which probably need to be tweaked:

Code: Select all

local combat_definitions = {apr = {max_stats=true,scale=1,p_tier_scale=3},
phasing = {scale=0.2,p_tier_scale=10},
special_on_crit = {fixed=10},
talent_on_hit = {fixed=10},
physspeed = {scale=200,subtract=1,p_tier_scale=0.02},
melee_project = {scale=1,multiple=true,p_tier_scale=3},
burst_on_hit = {scale=1.5,multiple=true,p_tier_scale=3},
convert_damage = {scale=0.2,multiple=true,p_tier_scale=5},
physcrit = {max_stats=true,scale=1,p_tier_scale=3}}

local wielder_definitions = {inc_stats = {scale=1,multiple=true,p_tier_scale=2},
disarm_immune = {scale=20,p_tier_scale=0.07},
resists_pen = {scale=1,multiple=true,p_tier_scale=4},
inc_damage = {scale=1,multiple=true,p_tier_scale=4},
physcrit = {scale=1.25,p_tier_scale=3},
combat_apr = {scale=1.25,p_tier_scale=3},
stamina_regen_when_hit = {scale=4,p_tier_scale=0.5},
critical_power = {scale=1,p_tier_scale=5},
disease_immune = {scale=20,p_tier_scale=0.07},
combat_dam = {scale=1,p_tier_scale=3},
combat_mindpower = {scale=1,p_tier_scale=3},
combat_spellpower = {scale=1,p_tier_scale=3},
combat_armor = {scale=1,p_tier_scale=3},
combat_atk = {scale=1,p_tier_scale=3},
combat_def = {scale=1,p_tier_scale=3},
life_regen = {scale=4,p_tier_scale=0.5},
global_speed_add = {scale=400,p_tier_scale=0.01},
resists = {scale=1,multiple={subscale={all=8,[DamageType.PHYSICAL]=2}},p_tier_scale=3}
}

local bonus_ability_definitions = {"melee_project", "resists_pen","inc_damage","critical_power","phasing","global_speed_add","resists"}
So the code makes several passes on such weapons. The first, it counts up how much the weapon is worth in points. It then compares that to what Weapon Bond things it should be.

If your weapon is already worth 100 points as calculated by the above numbers, but you only have 3*8*3 = 72 points worth in tiers, it basically stops and does nothing. If you do have more points, say 3*10*5 = 150, then it makes a second pass, keeping in mind it needs to increase the value of the weapon by 50 (150-100 =50).

On this pass it goes through and increases already existing traits (like APR, bonus damage on hit, stat bonuses, etc). It only increases up to player tier * p_tier_scale. It then deducts the improvement from the points needed. Say it increases APR by 10, then 50-10=40 points remaining. It then goes onto another trait, until its gone through the list of both combat_definitions and wielder_definitions, or it runs out of points.

If there are points remaining after improving all already existing traits, it then goes through the bonus_ability_definitions list and adds one of those traits. It keeps track of the elemental damage types already seen on the weapon, and will try to add damage type effects in theme with that element. The physical damage type is always included in the list of damage types, so you'll often see physical damage penetration or bonus physical damage. It will continue adding traits from the bonus_ability_definitions until points remaining have run out.

I want to say there are something like 54 or so boss level enemies (rank 4 and rank 5) in the game most characters can reach, plus a collection of about 9 or 10 racial/class bosses as well, so you can miss or skip a few and still reach unique tier 5 by High Peak (since you only need 31 boss kills to reach that tier).

From level 10, I hit tier 11 with a fairly comfortable margin. Since tier 10 is half as many enemies, you're pretty much guaranteed that from the half way point in the game, if not tier 11. So you might be able to get a maximum of 165 points for your weapon, which should be equivalent to a 4 ego random artifact or so.

At 5/5 weapon bond, you can get to tier 5 or so just by walking through the trollmire, so even an artifact weapon you get just before high peak, you can probably get to tier 8 by the last fight, which is +16 base damage and +16 accuracy, along with it being bumped to tier 5 material if it wasn't already.

Hope that clarifies. I'm also open to suggestions on tweaking the above stats. I potentially could open it to affecting random rare weapons as well. At this point it would just be tweaking a single line where it checks if it should artifact-ize it.

Reidan
Higher
Posts: 77
Joined: Sat Oct 20, 2012 7:47 pm

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#143 Post by Reidan »

Still doesn't seem to work with infinite500 :/

I support adding rares to it, randarts might be a little silly though.

Hirumakai
Thalore
Posts: 192
Joined: Wed Aug 11, 2010 2:39 pm

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#144 Post by Hirumakai »

Been playing around with the class in with version 30.

Furthest I've gotten is linked below (and yes, testing in rogue-like mode is a bit silly, but its how I play):
http://te4.org/characters/894/tome/a133 ... 781f5f3d07

Character was killed from full health and Earthen Shield to -9 in a single shot from Meteor Rain cast by Shasshhiy'Kaish. Note to self, treat enemies with Meteor Rain with respect.

Anyways, anyone have opinions on the artifact 2-handed sword the character is wielding, considering its a level 32 character.

Taking a quick stroll through the character vault and looking at various 30-34 level melee characters, I'm seeing things like the Crude Iron Battle Axe of Kroll (68-102 damage, 130% str mod, 100% stun/knockback, and about 40 other points worth of stuff) , a randart Voratun Greatmaul ( 69-103 damage and about 107 points of other abilities), and the Gaping Maw (72-108 damage plus 50 slime and 50 acid, plus Talent cooldowns on Mana Clash [-2], Ice Claw [-1] and Swallow [-1]).

Its currently a tier 10, boss tier 4 two-handed weapon.

So points allocated so far are 3 * 1.2 * 4 * 10 = 144. If the character had lived, it probably would have reached tier 11, boss tier 5, for 198 points, or about another 54 distribution points (but boss tier 5 is roughly just before High Peak), so another 3-4 points on all the minor abilities. Bear in mind the +20 accuracy and +20 damage, and its currently considered Stralite base apr/crit are not counted against the points. If it did not have the bonus +20 damage, it would have a damage range of 52-83 compared to its current 72-115.2.

The question is, would you permanently spend 5/5 generic points just for a single roll on your main/offhand weapons as 4 ego randarts?

One of the things I'm considering is changing the player tier caps. Right now, at 32, abilities are capped at 60% of their maximum at 50 (i.e. it will only raise alot of things to 9, not 15, assuming there are points left), except for those abilities which started higher on the weapon initially (like the 15% crit multiplier). Since its possible to reach the end bosses without reaching 50,

I'm not sure its a problem, but it does mean the weapon abilities tend to spread out more. I think in the next release I'll be shifting the caps down 10 levels.
I.e. at 40 it will raise many of the minor abilities to 15 maximum rather than 12. It means the weapon will have fewer abilities to compensate (as the points are used up before reaching the add additional abilities part of the code).

*****
Other comments:

Earthen Shield: While we had discussed making it stay up when at 0 hit points, I decided against it after some testing. While it does make it better in terms of quality of life, it feels too strong to step out of combat and immediately start regenerating. I like the 25 turn cooldown as it makes it a trade off when compared to other shielding talents with cooldowns on the order of 10 turns. When your Earthen Shield drops, its time to pay attention and seriously consider bugging out as an option. I find myself watching my sustains,so if it didn't go away when it stops doing anything, I'd probably get myself into deeper trouble.

Aura of Fire: I had toyed around with making it a flat 10% per talent point, but I think the current scaling is better. It would make it much stronger in the early game, and weaker late game. Early game you are usually not getting hit by that many debuffs, and having removal being 1 every 2 turns (roughly) wouldn't be that much worse than the old 1 every turn. Late game, I'm finding myself in the 50-ish to up to 66% (with an extra category point) which feels about right. I might be convinced to rescale it slightly to aim for 75% late game, but I don't think I'm going to make it flat rate.

Wind Storm: Dropping it has made a very noticeable difference. At level 32 on this character its sitting at 13% slow, where as before it would have been in the 20-25% range. Its more like the effects of slime on being hit now in the mid-game, which is much more reasonable. Late game I expect it to top out at around 20% or so.

If anyone has comments on the version 30 of the Spellsword, I'd love to hear them to incorporate into the next release. I'm starting to feel the class is actually very close to done, and hope to have a final release in the near future. Of course, I still need to work on addon compatibility issues. There's also the fact that Tome seems to have a memory leak when I play (slowly goes from 200 Megs to 1.8 gigs of memory over time, at which point it is unable to save anymore). Not sure if its my addon or base tome or what.

Hirumakai
Thalore
Posts: 192
Joined: Wed Aug 11, 2010 2:39 pm

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#145 Post by Hirumakai »

Spellsword version 31 has been pushed out.

This is mostly a bug fix release.

1) Weapon Bond has been fixed to actually remove, modify, then re-equip affected weapons. This should mean character stats get updated properly as the weapon grows in power. Added a few more traits so that at level 50, an initially white weapon, which reached tier 11, unique tier 6 will actually use up all its points.

2) Combat Grip and Master Parry report % disarm chance and % evasion chance based on Mainhand weapon accuracy. Master Parry now does base evasion chance on that as well (the accuracy as reported on character status screen, attack tab). Combat Grip's disarm chance is actually based on which weapon is striking at the time (if dual-wielding for example).

dmark
Posts: 4
Joined: Thu Dec 20, 2012 7:21 pm

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#146 Post by dmark »

I can't seem to use this and infinite500 at the same time - something about a conflict in actor-talents. Is there any way I can tweak either addon to allow this? I'm really enjoying Spellsword; thanks!

OmniNegro
Wayist
Posts: 23
Joined: Thu Nov 02, 2006 1:38 am

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#147 Post by OmniNegro »

Infinite500 does not play well with *ANYTHING* else. Period. Thanks for reporting this, but it is pretty well known and the problem is I500 itself.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#148 Post by lukep »

dmark wrote:I can't seem to use this and infinite500 at the same time - something about a conflict in actor-talents. Is there any way I can tweak either addon to allow this? I'm really enjoying Spellsword; thanks!
Merging two addons is relatively simple, but time consuming and tedious in most cases. "Just" get both addons, find all of the places that they conflict with each other, and port the changes from both of them to one, unified file.

EDIT: one thing that may work is changing the "weight" (in init.lua) of one or both of them. Probably not though.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

dreadpatch
Cornac
Posts: 35
Joined: Mon Oct 08, 2012 1:55 am

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#149 Post by dreadpatch »

A little history: when I first downloaded TOME back in beta30ish, one of the very first classes I tried playing was Arcane Blades. Interesting, I thought, melee and spellcasting in one! So I played it a lot, and played it hard. I never got past lv20. Needless to say, I sucked at Arcane Blades, or any other spellcaster at that time, which made me switch to more Willpower-driven alternatives. So when I first saw this add-on/class, I was all: "not another Arcane Blade!" and scoffed at it. But curiosity got over me and I downloaded this the other day. Now I can say I'm hooked! This little add-on made me scrape up what little interest I have left for arcane users and gave it new life. For that I thank you. :) this add-on is well thought out, well made and you should be giving yourself a pat on the back for that.

Praises aside, I have a few questions about the class. Specifically, Weapon Bond.
  • *From what I understood is that the talent always tries to give the item up to a maximum of 4 egos right?
    *Which is better to 'level', a white name, green/blue/purple name, or a pink/randart?
    *From what I understood, its easier to level it from uniques, elites, and bosses. Do the bosses in farportals count?

Hirumakai
Thalore
Posts: 192
Joined: Wed Aug 11, 2010 2:39 pm

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#150 Post by Hirumakai »

Thanks for the feedback.
dreadpatch wrote:
Praises aside, I have a few questions about the class. Specifically, Weapon Bond.
  • *From what I understood is that the talent always tries to give the item up to a maximum of 4 egos right?
    *Which is better to 'level', a white name, green/blue/purple name, or a pink/randart?
    *From what I understood, its easier to level it from uniques, elites, and bosses. Do the bosses in farportals count?
Its aiming to give the equivalent of 4 egos worth of stats. I arbitrarily assigned points to various modifiers (i.e. 1% damage boost to fire is worth 1 point, where as a 1% attack speed boost is worth 200*0.01 = 2 points, and so on). So its not really true Egos as the game generally creates weapons, but it should be on par in terms of effectiveness.

If you use a green, blue, or purple, you're basically guaranteeing the modifiers already on it will be there on the final weapon. The code adds powers in a certain order if there aren't enough to use up the stat budget, so most whites will tend to look the same leveling up and late game. Taking a Green weapon with fire damage on it will effectively make it fire themed, and start adding fire type powers (increased fire damage, fire damage on hit, fire resistance, etc). This might be useful if you're focusing on the Blazebrand and Fire trees, say.

At the end of the day, a white, green, blue, and purple should have roughly the same power at level 50, assuming you've played roughly half or more of the game with it. The choice of which simply influences which particular effects you'll get.

Pink and Randarts currently do not gain powers with Weapon bond, only accuracy and base weapon damage.

There are two kill counts for a weapon. One is overall kills, and the other is tier 4 and higher kills. Most random bosses are not tier 4, but once in a while they are. You need boss kills to improve the bonuses other than accuracy and base damage. However that also gets multiplied by the overall kill counter, so general kills help with that as well.

Lastly, weapons will be upgraded to a base damage relative to your level. At level 40 and higher for example, weapons will upgraded to Voratun level damage, but the damage boosts towards that Voratun tier occur when you kill tier 3 and above (Elites, randbosses, real bosses).

Ideally, you shouldn't worry too much about who and what you kill. Naturally playing through the game should provide a sufficiently good weapon to win the game with, assuming you start using it from roughly the half way point or earlier. Min-maxing your kills and killing everything you can possibly kill is most likely going to be a difference of +22 vs +24 to accuracy/damage, and maybe a 20-25% difference in the other bonuses provided. And thats basically playing twice as long. Like instead of 32 real bosses versus 64 real bosses. Or instead of killing 4000 enemies, killing 8000.

I intentionally designed the bonuses to be on an exponential scale. To get each new level of +2 bonus from overall kills, for example, takes twice as many kills as the previous bonus, assuming 5/5 in the skill. So if you simply kill the end boss of each dungeon on your way to high peak, and most of the enemies in those dungeons, you should have a reasonable weapon. Working too much harder isn't going to get you much more. And on the flip side, it doesn't take too long to get a reasonable point either.

Hope that clarifies things.

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