CarrionSpike
Helpful
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quote:
The truth of that picture is actually even grimmer than how I painted it because I forgot the existence of the new and more expensive standard for celerity. It is probably closer to a loss of 115% per turn. The cost of the Celerity status hasn't changed in years (except for Guests where it actually became less expensive). The only "difference" between older and newer items with Celerity effects is that Celerity isn't implemented with a save roll on newer items. This is probably for the best given that potency effects (of any kind) don't work on Celerity, and almost all older implementations of Celerity use VStat instead of player stats for the MajorStat when rolling the save. As such, the Celerity save roll on these items is effectively static, which is far from ideal. All of this being said, just so we're all on the same page, the cost of Celerity 100% melee for the Player, 40% melee for Pets, and 15% melee for Guests. Now looking at the current proposed concept (top post): quote:
-MRM pays for initiative boost and a chance to gain Celerity at the end of every turn. As has been stated in other posts, the initiative boost effect is worth 3 MRM (5% melee), this leaves either 3 or 6 MRM (5% or 10% melee) for the Celerity chance, which would translate to a passive 5% or 10% chance to gain player Celerity. (This assumes that the armour does not have more than 15% melee worth of flavor effects)
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