this cp system is designed with performance in mind ( updated! a total revamp)
the new cp system will max out at 2000 and will be unlocked to cp 1200 and then 100 each quarter until 2000 is reached ( 8 additional quarters).
General
Each cp gives you a flat health/mag/stam bonus according to 6 tiers.
tier 1 is 1-160cp and gives 3200 ( 20/cp)
tier 2 is 161-300cp and gives 2100 ( 15/cp)
tier 3 is 301-600 and gives 1500 (5/cp)
tier 4 is 601-1000 and gives 1600( 4/cp)
tier 5 is 1001-1500 and gives 1000 (2 per cp)
tier 6 is 1501-2000 and gives 500 (1 per cp)[/b]
A grand total of 9900 health/mag/stam at cp 2000, but gains suffer diminishing returns so much of it will be collected by cp300.
this value might seem like alot but you need to remember that the current 20% bonus would be no more and additionally the mitigation which can be around 30ish percent would also no longer be present. The secondary objective here is to better well round players. Thus all mag players will have more available evasion, all stam players will have more utility and tanks will get both. The primary stat for each player type will also go up but only slightly in most cases. In addition the armor cap will be adjusted to a potential of 60% ( you have to spec for it though) which will help account for the removal of hardy/ironclad, non tanks are already compensated through the health bonus.
cp is round robin so you get 500 for each group at cp 2000
group 1 is combat skills upgrades
group 2 is slottable combat abilities
group 3 is specialization
group 4 is non combat abilities
Group 1 has two tiers. Minor and major skill upgrades. Minor skills cost 50 and major ones cost 100. You can have any combination you want of these up to 500 points but you can only choose everything once. Major versions are twice as strong and cost twice as much.
selections
Spell dmg
Spell critical
Mag regen
Spell critical dmg
Magicka bonus
fire resistance
shock resistance
frost resistance
spell penetration
shield strength & cap
Shield duration
Weapon dmg
Weapon critical
Stam regen
Weapon crit dmg
Stamina bonus
poison resistance
disease resistance
weapon penetration
Healing done
healing received
healing critical dmg
block cost reduction
sneak cost reduction
break free cost reduction
dodge cost reduction
reduced sprint cost
critical resistance
armor cap increase
heavy armor bonus
medium armor bonus
Light armor bonus
heavy attack resource bonus
light attack enchantment bonus
Group 2 has alternate versions of abilities in the weapons skills and guild lines which are generally enhanced. These skills are slottable like any other ability. Each weapon line and guild line will have two new abilities to choose from. You have to have the appropriate standing and cp to unlock the abilities. In addition these abilities may ( or may not) have a quest component that is required to be completed before you can unlock the ability. This could be a simple as unlocking the ultimate for a weapon line, maxing out a guild rank or could be more intensive. All these abilities cost 250 so you can only have two at cp 2000.
Group 3 has specialization packages Each package is tailored to a specific type of playstyle or role. Each one is unique but usually includes offensive defensive and utility bonuses related to that style. There are three levels to specialization Adept, Expert and Master. Adept costs 125, expert costs 250 and master costs 500. You can be adept at four things, expert at two or master at one or a combination of adept and expert. Each specialization has unique things you cant get elsewhere in the cp system. i.e you can only get a bonus to fire magic through the fire line.
The adept and expert levels are scaled down versions of the mastery. Of course mastery wont be available for a while so its something to look forward to. Questing is required to unlock all specializations. Quests originate from the appropriate guild( fighters, mages, thieves, undaunted).
School of Fire Mastery
School of Ice Mastery
School of Shock Mastery
School of Poison Mastery
School of Disease Mastery
Weapons specialist (physical/generalist)
Magician ( magic/generalist)
Light Armor Specialist
Medium Armor Specialist
Heavy Armor Specialist
School of Stamina Healing
School of Magic Healing
school of Support ( general)
Specializations would have a package of skills, some unique skills. i.e you can only get frost dmg bonus for choosing to specialize in frost.
general outline for offensive dmg types (the three different levels have increasing values)
1) you get a increase modifier of that specific dmg type. General types like physical and magic receive less an increase because of their more varied usefulness.
2) you get a better chance to apply a condition with a light attack
3) You get natural resistance to that dmg type
4) you get an increase in duration of that dmg types dots
5) your light attacks have a unique behavior
6) your heavy attacks have a unique behavior
7) other unique abilities such as a mag regen bonus when you are hit by dmg of that type
general outline for defensive armor types
1) bonus of armor to that type per piece ( remember armor is more important now that hardy etc is gone)
2) cost reduction suitable to armor type per piece ( block for heavy/dodge for medium/ sprint speed for light)
3) armor cap increases
4) reduction to 4 pieces to activate passives
5) reduction to snares ( light), stuns (heavy), off balance (medium)
6) other unique abilities such as light attacks in 7 heavy now taunt enemies for 5 seconds
general outline for Healing & support specialties
1) increased healing
2) increased duration of buffs
3) increased time of healing dots
4) increase in synergy effects
5) faster resurrections
6) unique behavior to light attacks
7) unique behavior to heavy attacks
group 4 non combat abilities
this group has everything non or not directly combat related. Each one costs 100 so you can have any 5.
adventuring:
Mount speed
lockpicking
pickpocket
swimming speed
fall dmg
armor repair costs
vendor prices ( purchasing)
vendor prices ( selling)
lucky strike treasure enhancement
lucky strike gold enhancement
harvesting enhancements:
ore & metals
wood & ingredients
Cloth & leather
crafting enhancements:
blacksmithing improved chance with less tempers
jewelcraft improved chance with less platings
woodworking improved chance with less resins
tailoring improved chance with less tannins
alchemy chance to make more potions or poisons
cooking chance to make more food or drink
enchantment chance to make an additional enchantment
misc:
pet replacement skins
teleportation cost reduction
wardrobe change cost reduction
access to npc guild vendor
this revamped system still retains some of the mix and match as it limits what can be taken in each group while also offering long term growth and more noncombat related abilities. This also intertwines the slottable abilities and specializations with the npc guilds systems so is also a source of extra content.
the base stat increase will change the game slightly but for the better as players will be far more well rounded base stat wise and this should aid in basic survive-ability. Players will never choose this for themselves because they will always choose the dmg stat. This system moves their choices elsewhere. This also should dramatically reduce the total calculations required and thus improve performance.
armor cap changes explanation. With any cp system change you will have to account for the effects of cp like ironclad and hardy. these cap can reduce incoming dmg by 40% but more realistically 35%. This is a huge amount of damage reduction for any character.
some non tank calculations
current cp = 35% reduction and 20% base health ( 2-3 k health)
50k hit *.87*.78 ( hardy and ironclad) * .8 = 17k ( you would likely die if you didnt block)
50k hit *.87*.78 ( hardy and ironclad) * .8 *.5 = 8500 ( you would be ok if you blocked with 17k health)
new cp = 10k health (+7 or 8k from current)
50k hit = 40k ( you would die if you didnt block)
50k hit = 20k ( you would be ok with 25k health)
this makes armor for non tanks much more important than before but doesnt really change the outcome. Dmg calculations are simplified. Given that stam players will have more mag for utility and mag players more stam for evasion this should work fine even if a few attacks that could be blocked before have to be dodged now.
same thing with tank
current cp = 35% reduction and 20% base health ( 2-3 k health)
100k hit *.87*.78 ( hardy and ironclad) * .5 (armor) .92 ( minor protection), .85( minor maim) = 27213 * survivable
100k hit *.87*.78 ( hardy and ironclad) * .5 (armor) .92 ( minor protection), .85( minor maim) .6 (dk ironskin, defensive stance, s&B ) .5( block) = 7.5k
new cp = 10k health (+3-5k from current), cap is 60% armor
100k hit * .4 (armor) .92 ( minor protection), .85( minor maim) = 31280k ( survivable)
100k hit * .4 (armor) .92 ( minor protection), .85( minor maim) .6 (dk ironskin, defensive stance, s&B ) .5( block) = 9384
typical tank has 36-42k health and that would go up to 40-46k health
not blocking with lower armor
100k hit * .5 (armor) .92 ( minor protection), .85( minor maim) = 39100k ( still survivable with .5 armor or 33k)
100k hit * .6 (armor) .92 ( minor protection), .85( minor maim) = 46k ( unlikely to survivable with 26.4k armor)
blocking with lower armor
100k hit * .5 (armor) .92 ( minor protection), .85( minor maim) .6 (dk ironskin, defensive stance, s&B ) .5( block) = 11.7k ( still survivable with .5 armor or 33k)
100k hit * .6 (armor) .92 ( minor protection), .85( minor maim) .6 (dk ironskin, defensive stance, s&B ) .5( block)= 14k
so there wouldnt be much of a difference between the current cp and a 60% armor cap give that tanks would have up to 5k more health than before but also much more mag and stam than before. Again this will make armor much more important and useful than before while minimizing calculations
other side effects would be that there is in general alot more health to heal which will make it more challenging for healers.
accessory systems to round out the cp system.
minor combat overhaul
Rather than just get rid of the weaving mechanic we need to replace it with something better and more useful to all classes and roles that doesnt cripple certain styles like channeled attacks etc.I think the combination update of select-able light attacks and an extra dual bar slot on the ui would be a reasonable replacement. Rather than just focus on damage as before we focus on utility and strategy instead.
Light attacks
now that players are more well rounded than before gameplay can be enhanced by removing the weaving mechanic for a new kind of light attack system. Light attacks will now share the same global timer as other damaging attacks except you can now select the kind of light attack you would like to use. Light attacks will also consume resources like any other skill, though they will be extremely efficient in terms of cost.
This ties into the mastery system where different kinds of light attacks become available through masteries. For instance if you were a fire master you can select from a couple of types of basic fire attack with secondary effects. You can only have one active at a time and each one has to be quested for and unlocked to use. Once you have the skill you can choose them on the fly similar to how you choose a potion and can be switched out during combat.
under the new light attack system only light and heavy attacks can cause enchantments to proc. For performance reasons the proccing abilities of enchants will be removed from the weapon skill lines, and the effects of enchants will be improved accordingly.
Double bar slot
a new slot will be opened up on the ui that is common to both weapons much like a potion is now. Any non ultimate skill can be placed here but will not change when switching weapons as it would be common to both.
NPC guild overhaul
Rather than focus on new lands all the time this update will focus on expanding things that already exist. Expansion of the npc guilds is one way to introduce both the new cp system and the minor combat overhaul. The new systems will all feature questlines tied into the different guilds. Additionally new functionality will be added to npc guilds to address some longstanding issues.
NPC guild traders
you will now be able to sell items though npc guilds without having to join a trade guild. This system is is not meant to replace the trade guild system but provide an alternate route so more people are included. Generally speaking the amount you can sell would be more limited and the cost to do so significantly greater. Additionally all the kiosks would be within the npc guilds themselves. This is a necessary augmentation that will enhance trading overall and provide alternate routes for players.
NPC guild membership
each local guild will also have a unique guild chat. You will now have to be a member of the local guild chapter and becoming a member will be competitive in nature as each chapter will have limited spaces available. How it will work is that there will be a new type of arena added for each guild called the proving grounds or maybe the gauntlet. It works the same as the leaderboards but this time you have to maintain your position as you can lose your spot to other players who score better than you. Maintaining and improving your position has unique benefits tied to it. While you can have all the guild lines simultaneously you can only be a member of one local guild at a time. unlike the other arena's this arena is a 2 man arena. You dont have to be in the guild to complete the specific arena but you cant compete in arenas if you have already chosen a local guild unless it is that general guild ( mages guild etc)
there will be a special arena for each guild type and the focus of the arena will be the focus of the guild.
for instance the fighters guild is a physical/brawling/ gladiator type arena where the mages guild is has a more magical focus, assassins guild focuses on assassinations, and thieves guild focuses stealing. The undaunted guild focuses a more dungeon like style. You get points for how well you do in your team of two and the points determine the guild standing and whether or not your bumped out of the guild.
Edited by Rungar on August 9, 2019 10:05PM It's 0.0666 of a second to midnight.
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