Credos Question [Solved]

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Nubee
Posts: 31
Joined: Tue Dec 10, 2024 3:54 pm

Credos Question [Solved]

Post by Nubee »

I have a question about Credos.

I just completed a Masonry credo, and it gave me 20 Masonry points. Are the Masonry points from the quest automatically added to the base value?

Earlier, I heard that Masonry points are automatically added to the base value. Does that mean I should maximize my base value first before completing Masonry quests? After all, the lower the base value, the fewer Learn Points are consumed. Completing quests with a low base value would be less efficient. Is my understanding correct?

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Last edited by Nubee on Tue Feb 18, 2025 6:49 am, edited 3 times in total.
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Renn_Sanor
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Joined: Tue Sep 02, 2014 7:35 pm

Re: Credos Question

Post by Renn_Sanor »

Yes, it also means that it increases LP cost unlike Lotus Blooms for stats which don't increase maximum FEP (if it was the highest stat).
Nubee
Posts: 31
Joined: Tue Dec 10, 2024 3:54 pm

Re: Credos Question

Post by Nubee »

Renn_Sanor wrote:Yes, it also means that it increases LP cost unlike Lotus Blooms for stats which don't increase maximum FEP (if it was the highest stat).
I believe that the ability points given by credos shouldn’t be added to the base value, as many newcomers like me may not even be aware of this. It effectively widens the gap between newcomers and veterans.

After completing a series of missions and being excited about my significant increase in Mansory, I suddenly realize that I must spend more learn points to further enhance my abilities. That feeling is really, really unpleasant.

:L
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Grog
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Location: Germany

Re: Credos Question

Post by Grog »

The whole game design is hostile towards new players.
There is just so much "should be, but isn't".

If you have a suspicion you'll get near something similar feel free to ask here.
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vatas
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Re: Credos Question

Post by vatas »

"Credos should be buffs, not increase in base value" - lots of people
"Poor newbs will hit the buff cap!" - Jorb (presumably)
"Let's add a third bracket so we have base+equipment+buffs" -me
"I also want Credos to be buffs, but I will derail the discussion by bringing up stat bloat" -[REDACTED]

Basically, switching from two-bracket-system to three-bracket-system should be completely fine as long as Jorb doesn't go overboard with adding new buffs. So far, all the ones I can remember are sufficiently restricted:
-Credos are permanent but highly limited by design, unless Jorb somehow decides to implement dozen new ones which are mostly stat buffs.
-Assuming positive wound effects (+1 Survival from 'Nettle burn' and +5 Will from 'Pipe Wheeze') would be placed in the "buff" bracket, those are also limited (nettle burn can contain multiple instances, but heals quite fast - not sure about Pipe Wheeze, but I assume it stays as one big stacking wound.)
-Recreational drugs that give stat boosts are currently Alcohol (made useless because tolerance given by Contitution is too linear, people report having drunk a barrel of wine and still only being on the first steps of The Drunkard's Progress) and Tobacco (limited by the 'Pipe Wheeze' mentioned above.) (Note that fixing the "Alcohol Tolerance curve" would limit Alcohol buffs with the intended negative downward steps instead.)
-Not sure if "steroid" is a good descriptor for "Boar Tusk Snuff" but it has built-in limitors that make it only viable for short-term non-combat use.
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Nubee
Posts: 31
Joined: Tue Dec 10, 2024 3:54 pm

Re: Credos Question

Post by Nubee »

vatas wrote:"Credos should be buffs, not increase in base value" - lots of people
"Poor newbs will hit the buff cap!" - Jorb (presumably)
"Let's add a third bracket so we have base+equipment+buffs" -me
"I also want Credos to be buffs, but I will derail the discussion by bringing up stat bloat" -[REDACTED]

Basically, switching from two-bracket-system to three-bracket-system should be completely fine as long as Jorb doesn't go overboard with adding new buffs. So far, all the ones I can remember are sufficiently restricted:
-Credos are permanent but highly limited by design, unless Jorb somehow decides to implement dozen new ones which are mostly stat buffs.
-Assuming positive wound effects (+1 Survival from 'Nettle burn' and +5 Will from 'Pipe Wheeze') would be placed in the "buff" bracket, those are also limited (nettle burn can contain multiple instances, but heals quite fast - not sure about Pipe Wheeze, but I assume it stays as one big stacking wound.)
-Recreational drugs that give stat boosts are currently Alcohol (made useless because tolerance given by Contitution is too linear, people report having drunk a barrel of wine and still only being on the first steps of The Drunkard's Progress) and Tobacco (limited by the 'Pipe Wheeze' mentioned above.) (Note that fixing the "Alcohol Tolerance curve" would limit Alcohol buffs with the intended negative downward steps instead.)
-Not sure if "steroid" is a good descriptor for "Boar Tusk Snuff" but it has built-in limitors that make it only viable for short-term non-combat use.
As a beginner, the number of benefits I can obtain is very limited. However, from a user's perspective, this experience feels quite disappointing. If Jorb doesn't see it as an issue, then so be it.

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