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Announcements - 2010/04 - Shedding Skin
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=== Aetheria === {{Turbine Developer | Date = April 15th, 2010 | Link = http://forums.ac.turbine.com/showthread.php?&postid=500930#post500930 | Question = Right, but I remember a similar thing happening before where set bonuses would sometimes expire unexpectedly. | Text = Sigil of Growth isn't a set bonus, it's a surge. You had a surge active when you logged out. Sev~ | Developer = Severlin | Title = Producer }} {{Turbine Developer | Date = April 16th, 2010 | Link = http://forums.ac.turbine.com/showthread.php?&postid=501029#post501029 | Question = Do these Aetheria Mana Stone's have a limited number of uses? Mine seems to have disintrigrated out of my pack. How do you obtain a replacement? Re-run the quest? | Text = If you need a new one you can repeat the steps you took to get the first one. | Developer = Django | Title = Turbine Staff }} {{Turbine Developer | Date = April 20th, 2010 | Link = http://forums.ac.turbine.com/showthread.php?&postid=502021#post502021 | Text = Hmmm. The critical damage bonus should be higher than the regular damage bonus. I'll look into it. Sev~ | Developer = Frelorn | Title = AC Community Relations }} {{Turbine Developer | Date = April 20th, 2010 | Link = http://forums.ac.turbine.com/showthread.php?&postid=502096#post502096 | Question = Today I did some damage tests to compare the bonuses given by the Sigil of Fury sets and the Sigil of Destruction sets. (I am talking only about the Set bonuses not any Surges.) So, there is no point in using the Fury set. The Destruction set bonus applies to both normal hits and critical hits with the same bonus. The Fury set bonus applies ONLY to critical hits (and with the exact same bonus as Destruction). | Text = The critical damage bonus is going to remain the same. It does allow you to hit maximum possible critical damage by mixing both destruction and fury sigils to bypass the higher levels of diminishing returns. Due to the feedback and some extra thought we've decided to add in an endurance cantrip to the Fury set. This way you will be gaining endurance as well as higher damage on your critical hits. | Developer = Django | Title = Turbine Staff }} {{Turbine Developer | Date = April 20th, 2010 | Link = http://forums.ac.turbine.com/showthread.php?&postid=502122#post502122 | Question = Sounds good, will this be in for next patch, or sooner? | Text = Should be in for the next time we update. | Developer = Django | Title = Turbine Staff }} {{Turbine Developer | Date = April 20th, 2010 | Link = http://forums.ac.turbine.com/showthread.php?&postid=502137#post502137 | Question = If you add an endurance cantrip to Fury doesn't that lessen the value of Vigor Set? Or is vigor mainly intended for extra mana? Or is there some other benefit to Vigor that I haven't discovered yet? | Text = No, the endurance cantrip is separate and will stack with all other cantrips. Vigor adds directly to health and will add up to more health points total due to the 2/1 nature of Endurance to Health. If anything I think this will actually cause some interest in a Fury/Vigor set combination. However this would generally use all of your Aetheria Slots (to hit diminishing returns) so you'd be reducing your offensive and defensive power in exchange. | Developer = Django | Title = Turbine Staff }} {{Turbine Developer | Date = April 20th, 2010 | Link = http://forums.ac.turbine.com/showthread.php?&postid=502146#post502146 | Question = Anything that adds additional health, like this would, should have its implications very, very carefully considered. | Text = Aetheria is a fairly reasonable to balance system. In order to gain one benefit you have to accept that you'll have less or none of other benefits. In this case if you want Health/Endurance to reach the maximum HP value you would have to give up Damage Reduction and Damage Rating. Fury is the only hybrid offensive/defensive Aetheria at this point. | Developer = Django | Title = Turbine Staff }} {{Turbine Developer | Date = April 21st, 2010 | Link = http://forums.ac.turbine.com/showthread.php?&postid=502324#post502324 | Question = I think it'd be more beneficial for the PvP environment if you simply increased Fury's impact on your critical hits. | Text = Increasing the Critical Damage by even an additional percent would completely outweigh any HP gain from Endurance. The total HP gain from Endurance will be around 1% of a maxed out player's health. The total damage boosts add up to well over that amount. This will certainly be an additional bonus but based off the statement of how the sets are being built it shouldn't have a huge effect on how it functions. If players are focusing on damage that means they are not taking advantage of the new damage reduction and are dealing 10% or more total damage on criticals than they were dealing before Aetheria. The flavor of Fury is more of a "rage" that causes the player to be more resilient to damage while delivering massive attacks. Endurance lends itself to this very well. | Developer = Django | Title = Turbine Staff }} {{Turbine Developer | Date = April 21st, 2010 | Link = http://forums.ac.turbine.com/showthread.php?&postid=502439#post502439 | Question = I don't think I can count that many numeric positions without taking my shoes off. Please add commas! | Text = I don't think there's enough digits. I was thinking of multiplying all needed XP by 100 and all XP rewards by 1000 so you would end up with something like: 1987456388000/3000000000000 Sev~ PS: Just messing with yah, I'll look into it. | Developer = Severlin | Title = Producer }} {{Turbine Developer | Date = April 21st, 2010 | Link = http://forums.ac.turbine.com/showthread.php?&postid=502514#post502514 | Question = Django, what if Fury, instead of Endurance, provided a small benefit to crit *rate* in addition to crit damage? Make it a distinctly secondary effect, one that's not too big even if you stack a bunch of fury (say, *maxes* at an additional 5%. So, most people going 2 destruction, 1 fury will get ~1-2% crit bonus). Something you wouldn't take fury on its own for, but is nonetheless nice to have. | Text = Even a small increase to critical rate is a huge increase to total DPS. Also, adding secondary (lower progression) abilities to Aetheria is something we don't want to do at this point in time. It adds further layers of distinction to some aetheria that push the player towards leveling that Aetheria up to a specific number as opposed to deciding based off the diminishing returns and total effect as it is now. The Damage Rating and Reduction as well as Critical Frequency properties only work as whole numbers, so we can't increase any of these by less than 1 per tier or less than a full point increase. Critical Damage currently is a 1 point increase for each level of the spell, if it were any higher it would need to be a 2 point increase per level. Having it go 1 3 4 6 (roughly a 1.5 rounded down) it would add in those layers of distinction we're trying to avoid that would drive players to keep the level of their total Fury Aetheria even as opposed to using it the same as other Aetheria where you're driven by the diminishing returns level and desired effect. Also, we believe that the rounded down 1.5 would increase critical damage to a point that it could easily be too strong in PK. | Developer = Django | Title = Turbine Staff }} {{Turbine Developer | Date = April 30th, 2010 | Link = http://forums.ac.turbine.com/showthread.php?&postid=504484#post504484 | Question = One question, does the Sigil of Growth increase the normal health regeneration over time or does it just affect the use of healing kits/potions/foods/spells? | Text = Healing Rating and Healing Reduction Rating affects DoT spells, but not natural regeneration. Sev~ | Developer = Severlin | Title = Producer }} {{Turbine Developer | Date = April 30th, 2010 | Link = http://forums.ac.turbine.com/showthread.php?&postid=504518#post504518 | Question = So Sigil of Growth has no affect on the effectiveness of healing kits/potions/foods/spells? | Text = Of course these are affected. I thought that was clear from the description. I am pointing out that there is a difference between natural regeneration and DoT spells like the Surge of Regeneration. Sev~ | Developer = Severlin | Title = Producer }} {{Turbine Developer | Date = April 30th, 2010 | Link = http://forums.ac.turbine.com/showthread.php?&postid=504466#post504466 | Question = I understand what the Sigils are saying as Diminishing returns cap of 7 when active and have xp in them. What I was getting to is are the spell numbers Bogus at 7 if you have trinket effects that stack, as Turbine doesnt know what choices a person made for tinkets. Even though it says X Sigil Spell VII. is it really active? | Text = All these spells stack. They are all in different categories. Diminishing returns, as explained above, affects what spell is cast but all spells from the sources you quote stack with each other. | Developer = Severlin | Title = Producer }} {{Turbine Developer | Date = April 30th, 2010 | Link = http://forums.ac.turbine.com/showthread.php?&postid=504466#post504466 | Question = Whats the baseline to compare these on? IE Defense 1 is 1 damage reduction. 1 damage reduction is literally 1 damage , 99 not 100? or whats scaling factor? Also with Surge of protection on sigils, if cap is 7 surge of protection cause damage reduction of 20 which is over cap period, purpose? | Text = All damage increases are measured in "damage rating." Damage Rating increases damage with the following formula: (100 + <total damage rating>)/100 So if you have a damage rating spell from trinkets of +3 and a damage rating spell from Aetheria of +2 and you have a +20 damage rating surge active: (100 + 3 + 2 + 20)/100 -> 125/100 -> 1.25 modifier to damage. Damage reductions are measured as Damage Resistance Rating. This is the opposite of Damage Rating and in fact will completely negate an equal damage rating. Damage Resistance Rating decreases incoming damage with the following formula: 100/(100 + <total damage resistance rating>) So if you have a damage resistance rating from trinkets of +3 and a damage resistance rating from Aetheria of +4 and a damage resistance rating surge of +20 active: 100/(100 + 3 + 4 + 20) -> 100/127 -> ~0.787 multiplier to incoming damage. As a comparison, 100 damage resistance rating will multiply incoming damage by 0.5, thus reducing incoming damage by 50%. | Developer = Severlin | Title = Producer }} {{Turbine Developer | Date = April 30th, 2010 | Link = http://forums.ac.turbine.com/showthread.php?&postid=504466#post504466 | Question = Also in patch notes "Surge of Regeneration: You begin to regenerate at an increased rate. For the next 50 seconds you will gain 16 health every 5 seconds." However ingame on Sigil reads 90 points over 15 seconds | Text = If those contradict then we didn't update the description text. | Developer = Severlin | Title = Producer }} {{Turbine Developer | Date = April 30th, 2010 | Link = http://forums.ac.turbine.com/showthread.php?&postid=504466#post504466 | Question = Growth Sigils from patch notes "Sigil of Growth: Your healing rating is increased, which increases the effect of healing upon you." Again, question is whats baseline and mulitiplier. | Text = Healing Rating and Healing Reduction Rating use the exact same formulas as DR and DRR. Healing Rating increase incoming healing using the following: (100 + <total healing rating>)/100 Healing Reduction Rating decreases incoming healing using the following formula: 100/(100 + <total healing resistance rating>) Sev~ | Developer = Severlin | Title = Producer }}
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