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IAMKING
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does pushing it over 10 make any real difference?
 
Ice Nine
NO PITY
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There are apparently rapid diminishing returns above 10. I've figured points needed to go past 11 would be better spent somewhere else.
 
TJ Spikes
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Someone at some point in time figured out it was a 10% cumulative hit for every point above 10
(No idea how accurate that info really is)


11 = 10 + .9
12 = 10 + .9 + .8
13 = 10 + .9 + .8 + .7

And so on.

So yeah, basically 10, 11 maybe 12 if you happen to have nothing better to do with the SPs
 
Theo Wizzago
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And don't forget that, along with the drop in gains, there is also a rising cost in SP's for each level more so that not only do you get less gain but it costs a lot more to get less.
 
Sonic
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Originally posted by Theo Wizzago
And don't forget that, along with the drop in gains, there is also a rising cost in SP's for each level more so that not only do you get less gain but it costs a lot more to get less.


Offset if you use AEQ and CEQ. Could easily have 21 for the cost of 10 (plus whatever other SA investments needed). If you wanted to do that instead of investing in % gear.
 
420sega
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Yeah , but then you won't get the % gear , which will most likely be worth way more than the diminishing returns on up to 21 SA
 
Sonic
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Originally posted by 420sega
Yeah , but then you won't get the % gear , which will most likely be worth way more than the diminishing returns on up to 21 SA


You can have % gear, though 2 or 3 depending on 3or 4 AEQ. The cost to get 21 SA on an individual is 30/45(1-4 /5) plus raising SA's go requisite levels. Then you would need BT's for AEQ and flex for CEQ. Now I think you would only do this with positions that only target specific SA's (eg: Power Throu on a Power HB or Monster Hit on an HHLB). Now how that affects the end build is an interesting question.
 
Theo Wizzago
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Originally posted by Sonic
Offset if you use AEQ and CEQ. Could easily have 21 for the cost of 10 (plus whatever other SA investments needed). If you wanted to do that instead of investing in % gear.


I always wondered about that if using AEQ to augment the SA instead of SP's caused the game to not recognize when you hit the 10 level and thereby meaning you wouldn't get the diminished returns (above 10)?
 
420sega
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Originally posted by
Originally posted by Sonic
You can have % gear, though 2 or 3 depending on 3or 4 AEQ. The cost to get 21 SA on an individual is 30/45(1-4 /5) plus raising SA's go requisite levels. Then you would need BT's for AEQ and flex for CEQ. Now I think you would only do this with positions that only target specific SA's (eg: Power Throu on a Power HB or Monster Hit on an HHLB). Now how that affects the end build is an interesting question.


That ' s missing the point though - you are either using SP or AEQ on something for which you get extremely limited returns , when you could instead use it on something for which you will get full effect of .
Edited by 420sega on Jul 13, 2018 14:56:31
Edited by 420sega on Jul 13, 2018 14:56:04
Edited by 420sega on Jul 13, 2018 14:55:36
 
Sonic
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Originally posted by 420sega
That ' s missing the point though - you are either using SP or AEQ on something for which you get extremely limited returns , when you could instead use it on something for which you will get full effect of .


What point was being missed? The cost of pushing an SA to 21 was spelled out, with what woul be the cheapest use of skill points to optain that SA level along with real cost of pushing an SA to 21, giving up % gear. As I also stated, I foresee only a few types of builds that this could be useful for, and that's only if your build plan has enough skill points and equipment to invest in the build you want Along with this extreme SA build.

 
Qillar
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Originally posted by TJ Spikes
Someone at some point in time figured out it was a 10% cumulative hit for every point above 10
(No idea how accurate that info really is)


11 = 10 + .9
12 = 10 + .9 + .8
13 = 10 + .9 + .8 + .7

And so on.

So yeah, basically 10, 11 maybe 12 if you happen to have nothing better to do with the SPs


Since most things in the game are scaled in the logarithmic scale, it could also be:
11 = 10 + .37
12 = 10 + .37 + .14
13 = 10 + .37 + .14 + .05

Plus Bort said there is no reason to go over 13.
 
Theo Wizzago
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Originally posted by Qillar
Since most things in the game are scaled in the logarithmic scale, it could also be:
11 = 10 + .37
12 = 10 + .37 + .14
13 = 10 + .37 + .14 + .05

Plus Bort said there is no reason to go over 13.


This, of all reasons given, is the one that I tend to adhere to.

 
Sonic
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Originally posted by Qillar
Since most things in the game are scaled in the logarithmic scale, it could also be:
11 = 10 + .37
12 = 10 + .37 + .14
13 = 10 + .37 + .14 + .05

Plus Bort said there is no reason to go over 13.


I remember Bort saying that. I rarely go over 10, if I leave enough to hit 10 after all the attribute investment.
 
Denthor
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Originally posted by Theo Wizzago
And don't forget that, along with the drop in gains, there is also a rising cost in SP's for each level more so that not only do you get less gain but it costs a lot more to get less.


WORD!

The only reduction in SPs spent, would be going from 3 to 4, or maybe even 5.
1(CEQ) + 3(4 SPs spent) + 6(AEQ) = 10.

Here, you would drop 2 SPs, to get to 11, 5 to get to 12, 8 to get to 13........
Edited by Denthor on Jul 16, 2018 16:42:25
 
Sonic
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What is better: using an AEQ on a third piece of % gear (if you have already invested two previous AEQ on that same % gear), or taking a an SA to 16 or 17?
 
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