Is this one of those British English vs. US English things perhaps? Sure, technically "some players" can be interpreted as 'all players less one', but that is certainly not how I would naturally interpret "some players". Rather, in the way ZOS uses the phrase, it indicates to me a small, probably even insignificant, sub-set of all players. Is that different for a US reader? If ZOS wants to reliably indicate a significant subset, or leave it ambiguous, they should use different phrasing. But I'd prefer it if they just fixed the servers...
Stafford197 wrote: »I agree but reason they don’t allow it is because we would use the Armory to bypass Luminous Ink costs (even though they’re dirt cheap now so who cares). Not sure this will change but we can hope!
Might be wrong, but I thought for ink you had to pay for every skill, suffix, and affix only once. So changing back to a skill you've used prior is free.
GetCarriedCurrencyAmount GetBankedCurrencyAmount DepositCurrencyIntoBank WithdrawCurrencyFromBankThese functions work on PC, but as soon as I switch to console mode on PC or try it out on an actual console, I get a nil error message on these functions.
function GetCarriedCurrencyAmount(currencyType) return GetCurrencyAmount(currencyType, CURRENCY_LOCATION_CHARACTER) end function GetBankedCurrencyAmount(currencyType) return GetCurrencyAmount(currencyType, CURRENCY_LOCATION_BANK) end function DepositCurrencyIntoBank(currencyType, amount) TransferCurrency(currencyType, amount, CURRENCY_LOCATION_CHARACTER, CURRENCY_LOCATION_BANK) end function WithdrawCurrencyFromBank(currencyType, amount) TransferCurrency(currencyType, amount, CURRENCY_LOCATION_BANK, CURRENCY_LOCATION_CHARACTER) end
Urzigurumash wrote: »Urzigurumash wrote: »Avran_Sylt wrote: »Urzigurumash wrote: »Let me repaste my most important point:
The different armor weights ought to be able to achieve a comparable level of overall defense and overall offense, through different means and at different resource costs.
Edit: also the Armor passives were revised more recently, remember when they added the Armor Penalties?
What do you mean by "different resource costs"? Then the one with the smallest resource cost with comparable damage comes out on top.
Med and Light have the Regen and Skill Cost modifiers, Windwalker and Evocation, Heavy has Constitution and Rejuvenation. Importantly, much like DK's passives Combustion and Battle Roar, Heavy's sustain only functions while in combat, whereas Medium and Light's function at all times, in fact they are stronger OUT of combat. This helps promote the Facetank vs Kite playstyle we would expect in Warrior vs Thief.
@PureeEvil Can you explain what you meant when you said Medium and Light's damage bonus doesnt work as well after 5k WD? How does Lights Pen and Crit Chance lose effectiveness with more WD after 5k?
I don't remember exactly at what value the increase in weapon power starts to give a smaller increase after 4000 or 5000. But yes, at some point, the increase in damage from weapon power becomes not 2.5% per 100 weapon power for example, but 1.5%.
So if I have 1000 WD and I add 500, I increased my WD by 50%. If I add an additional 500, I've increased it by only 33%. 500 after that, it's 25%. You mean like that?