Astarisk wrote:It seems to me this new change in the LP system has the opposite effect. If you die it puts you even further behind then were you would normally be with no hope of catching up.
because of the way the math works, if you're gaining lp at the same rate you're always catching up.
crafting: the real cap on q is resource q, so once your farming/smithing/sewing*dex/whatever is caught up with materials you are good. catch-up is over.
combat: skill points increase with the square root of lp spent. i leave the math as an exercise for the reader. and since combat multiplier relies on square root of skill, multiplier increases with fourth root of lp spent. that's slow!
hypothetical example: alice and bob have 200 unarmed each (about 2 million lp). after a month of play. alice dies at full change. due to awesome town infrastructure, she comes back gaining lp at about the same rate as bob. one month later, she has 2.5 million lp and 223 unarmed. bob has 4 million, which is about 283 unarmed. sqrt(223/283) = .887, so she's hitting 88% as hard as she would with equal UA. bad in a duel, but if you're dueling then you deserve what you get. seems fine in an actual world combat scenario.
FEP works pretty much the same way, but isn't subject to some of limitations LP has. you can grind stats for as long as you can tolerate it.