I would still argue that the reliance in psy kills all diversification. In simple terms, it makes no sense to "spread out the bulbs". One char with 200 psy is much more viable than three with 75. Even increasing the weight of skill value in crafting recipes makes no difference.jorb wrote:If what you are saying is that they should be balanced more by their skills than by psy, I might be able to buy that.
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Haba
- Posts: 666
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Re: Change stats used for the symbel
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theTrav
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Re: Change stats used for the symbel
It sounds like if you got a tailor to raise his psy to the same level as the smith, then he'd make better table cloths than the smith...
Isn't that desirable?
Isn't that desirable?
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burgingham
- Posts: 8486
- Joined: Fri Aug 14, 2009 10:58 pm
Re: Change stats used for the symbel
Well of course it is desirable, but nobody will do it. Because the smith will just make slightly worse table cloth (not making a real difference in the game mechanics) while he will also be able to produce awesome jewelry (making a big difference in the game mechanics). So people will just keep feeding their bulbs to the smith, while the rest may try (and I laug at them for this) to raise their psy with RoBs or mussels. They will never ever get to the point where they could outcraft the smith though, so their efforts are in vain.
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sabinati
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Re: Change stats used for the symbel
who makes your ranger gear? you know that shit is the cube root of sewing dex and psy right?
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Avu
- Posts: 3000
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Re: Change stats used for the symbel
The jewel smith of course.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
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sabinati
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Re: Change stats used for the symbel
you realize of course that a tailor with 100 sewing, 100 dex, and 50 psy has the same softcap as a smith with 50 dex, 50 sewing, and 200 psy right? i mean i obviously have no idea what your tailor's and smith's relevant stats are but i assume your jewelry guy hasn't put a lot of points into sewing or much effort into raising dex.
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burgingham
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Re: Change stats used for the symbel
It is far easier to send your smith hunting a couple of days to get 100-200 sewing than it is to get your taylor to 100-200 psy.
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sabinati
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Re: Change stats used for the symbel
but that's LP that the smith could be putting in to smithing...
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DatOneGuy
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- Location: I'm in Miami, trick.
Re: Change stats used for the symbel
While at first I definitely saw the sense in this, I'm actually seeing it's really a problem of how we play, not how it works.
You should have to choose between whether you want your awesome tailor/carpenter to be able to make good stuff as well and have a Smith/Carpenter/Tailor with 75PSY each versus a Smith with 200.
PSY is hard to get, yes but that makes even more sense that more people should need it now instead of being able to feed it to a single person.
You should have to choose between whether you want your awesome tailor/carpenter to be able to make good stuff as well and have a Smith/Carpenter/Tailor with 75PSY each versus a Smith with 200.
PSY is hard to get, yes but that makes even more sense that more people should need it now instead of being able to feed it to a single person.
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Thijssnl
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Re: Change stats used for the symbel
You dont seem to understand the above made points, one person with 200 is obv. better then 3 with 75, so no, its not better to feed more.DatOneGuy wrote:While at first I definitely saw the sense in this, I'm actually seeing it's really a problem of how we play, not how it works.
You should have to choose between whether you want your awesome tailor/carpenter to be able to make good stuff as well and have a Smith/Carpenter/Tailor with 75PSY each versus a Smith with 200.
PSY is hard to get, yes but that makes even more sense that more people should need it now instead of being able to feed it to a single person.