PR and Net Worth (in General)


miteke [Superheros] May 27 2005 1:28 PM EDT

I like the idea that items affect PR, but after playing with it for a while I've come to the conclusion that the scale is all off. For example, if you equip a Hard leather armor on a power 1 new team, the PR goes up to 170. Yet the benefits from the armor are negligible. This is an extreme case but it illustrates my point.

Right now I have a +8 corn. I don't think I'll EVER raise it to a +9 because the extra 1.5 M net worth would really screw with my PR for a mere 2% bonus. I'd much rather get a new corn, make it +5, and add it to another of my enchanters.

I think that the PR adjustment should be based on something other than NW and more related to affect. The trick, of course, is to figure out how to calculate that scale.


What if PR was determined based on affect, rather than NW? For example a +5 CoI on a minion with a 500K fireball is far more useful than one on a minion with a 10K fireball - so realistically the modification to PR should be scaled differently.

What I'm thinking is a pain in the butt. Make the PR based on actually applying the affects of armor to hitpoints, weapons to minion damage, and bonuses to skills and spells.

Thus a CoI that turned a 500K fireball into a 550K fireball would increase the PR in exactly the same way as training the minion to 550K in fireball. That same CoI on a 10K fireball mage would cause a much less significant increase in PR. Armor bonuses could be based on applying affect to the hits on the minion. Weapons are a bit more complicated, since there is no default or base damage level weapon, but one could be assigned or determined some way.

Once again powerful magic items would be sought after and CB2$ might trade at the old rate of $1USD per 50K CB2.

I'm sure there are holes in my idea and I look forward to constructive criticism, and even it it is a good idea theoretically I'm not sure Jonathan wouldn't run screaming in the opposite direction when considering actually implementing it.

Undertow May 27 2005 1:56 PM EDT

I understand what you mean, armor that only gives AC is pointless now. Leathers, MCM's, Steel Brigs, MC's and Adams are all crap. the exception is if the item is base, in the long run I suppose that could be worth it. But my +40 or so MCM is screwed.

I just think that the scale should be different for different items.

Mistress Reyna May 27 2005 2:06 PM EDT

or even to make some of the higher end items that have become useless a bit of a kick, take the penalty off the mcm and the mc mebbe the mithril shield as well wow

+60-100ac bonus = 75k-100k of pr increase when you can hire another minions and throw his exp into protection and get the exact same thing and still get less of a pr boost

krasko May 27 2005 2:09 PM EDT

The new point about the NW-adding-to-PR is to make the teams to choice and upgrade their items wisely.I think its ok as it is.Is it 1 mil BoNe giving the same pr for 100k pr team and 300k pr team ,or giving less to the bigger team ?

Mistress Reyna May 27 2005 2:10 PM EDT

same

Mistress Reyna May 27 2005 2:10 PM EDT

same i think, its a % or the nw of the item that is applied to the pr

krasko May 27 2005 2:28 PM EDT

It seems its that when u mpr is increasing, the items are adding less and less PR.Warchild have tested this and:
<Warchild> ok on Alucard the DB add 4,444 to my pr on Warchest they add 10,199

So if your items are not too big u dont have problems.If they are already too big u should wait and increase your pr.

AdminQBVerifex [Serenity In Chaos] May 27 2005 2:39 PM EDT

I think the additional PR is much more noticeable on low pr chars then higher PR chars. That is what most all of us are complaining about.

Let's say I've got a high-end char, then I camp awesome gear, and I blacksmith it up alot, then I decide to change strategies one day. So, I've got extra gear and I'd like to give it to my other new char I'm starting. The PR increase that armor causes is so far beyond its means that it can't get significant rewards. Even though most armor doesn't really give low PR characters that much help anyways.

Take a +40 adam, you CAN put it on a low pr char, it increases its PR by massive amounts, and yet it doesn't help that char defeat anyone they couldn't defeat normally. Same with MCM or a MC.

Weapons do have an allowance, so its much easier to fit high end weapons into lower PR chars. However, it doesn't help when you've got your 500k sword, and it doesn't really do that much damage at high end or low-end, so basically the only thing you can do with it is sell it (laughable at best) or rent it (even more laughable).

What pray-tell should we do with our outdated equipment Jon?

maulaxe May 27 2005 2:48 PM EDT

if the reason for the weapon allowance was to not hurt tanks, it seems that having an armor allowance would be in order as well. it seemed that part of the reason for NW/PR link was similar to the previous cap on large tattoos - to make you equip things to fit your PR.
But now that "oversize" armor will hurt your team, it ended up so that even small armors can hurt.

please give us an armor allowance!

Duke May 27 2005 6:05 PM EDT

In my humble opinion the problem reside in having armor have the same rule as TAT on PR increase.A TAT with 2M NW have much more use that any item of 2M NW.

I still think that the good way would be a penality in % apply to MPR.

Victim May 27 2005 6:25 PM EDT

There is a much simpler way to resolve this problem without much additional coding. Characters should have an armour allowance just like they do a weapon allowance. This will actually INCREASE the usefulness of smaller pieces of armour such as leather, brigandines, etc. because people will want to armour themselves more efficiently. Why add one point to a big piece of body armour when you can add 4 points for much less NW by wearing a pair of leather boots?

Duke May 27 2005 10:31 PM EDT

Victim

Your suggestion will allow players to have a TAT without any increase to PR.

maulaxe May 27 2005 10:38 PM EDT

you can already have a weapon without any increase in pr...

perhaps tats could always be counted, if there were to be an allowance for armor... it shouldn't be too hard, there was already a specific calculation for "tattoo level penalty" (which was removed when NW became PR)

Victim May 28 2005 2:56 AM EDT

Nothing wrong with wearing a tat without a penalty, it would just have to be fairly weak, and if you put on other armour then the penalties would start to stack up.
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