(This message is also available as a Google Document at
https://docs.google.com/document/d/1...TxxoMSt7xgHTBA )
DISCLAIMER: This is just a design proposal. Any or all changes referenced in this post can and are likely to change as the mechanics are implemented and tested. Do not make any drastic decisions (such as training choices or purchases at events) for your characters based upon what is listed in this proposal. You will not be compensated or refunded for any adjustments made to this design after the fact.
We are considering simplifying enhancive items to convert Stat Bonus boosts to be Stat Base instead, and Skill Bonus boosts to be Skill Ranks instead.
Thus, an item with these enhancements:
It provides a boost of 2 to Strength Bonus.
It provides a boost of 3 to Two-Handed Weapons Bonus.
Will be converted to have these enhancements:
It provides a boost of 4 to Strength.
It provides a boost of 3 to Two-Handed Weapons Ranks.
Our goal is to condense the system and make it easier to understand, reducing confusion. These changes would retroactively apply to all existing enhancive items as well as newly created items going forward.
The development team is interested in comments, concerns, and other feedback you may have regarding this change. Here’s a few things we’ve already noted, and how we plan to address them:
RECHARGING COSTS:
This change will affect the cost per charge of enhancive items that currently provide boosts to Stat Bonuses. In the majority of cases this change will be negligible; in many cases the converted items will cost less per charge than they do now. In some relatively extreme examples, the cost may increase. A hypothetical 20 Strength Base enhancive currently costs about 11% more per charge than an equivalent 10 Strength Bonus enhancive.
Skill Ranks will be adjusted to use the same costs Skill Bonuses previously did, resulting in a reduction of those recharge costs by around 90%.
ADVENTURER’S GUILD BADGES:
Enhancive costs also factor into how strong of enhancives can be applied to your Adventurer’s Guild Badge. Since our proposed changes may make these items slightly more expensive in some cases, it’s possible (though very unlikely) you may be unable to enhance an adventurer’s guild to match the enhancements it currently has.
Your existing adventurer guild badges will continue to function, even if they are stronger than the new math says they are supposed to be.
FUSION ARMOR
Fusion armor currently limits you to one orb per type, but it has previously been possible to combine e.g. both a Strength Bonus orb and a Strength Base orb together.
To allow these setups to continue to be possible, fusion armor will be changed to allow a limit of two orbs of the same type in the cases of stats and skills.
Existing fusion orbs will also be converted to the new system. To avoid making them hard to tell apart, their appearance will not be changing. If you are remembering which orb is Strength Bonus and which is Dexterity Base by their color, you will continue to be able to do so.