Quote:
Originally Posted by Jimjam
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I said every important stat. I appreciate I was unclear in what I was communicating there, my apologies for that.
I agree, it is not possible to cap out with just (worn) items. Maybe it is my ability to communicate which is lacking, if that is what you understood me to mean?
As such I think you might have misconstrued what I've wanted to say (probably due to a communication failure on my part) and then argued against that construct.
There is something I don't understand. You mention you don't get the full benefit (95%)of a level appropriate enchanter haste when wearing a powerful worn haste . You then go on to say you need a high level enchanter haste to go over the haste cap. Those two statements seem to conflict? I was hoping you could offer help by explaining again, but with rephrasing what you meant.
I'll try rephrasing what I was trying to say.
If you are grouped with a haste caster then twinking with worn haste loses some of its value. Let's use your example of a 36% haste item, at level 20 (or 29 with shaman) you would have 30% buff haste from the caster, so your haste item would only effectively be 20% (50% haste cap till 30).
IIRC weapons are capped by DMG at levels 10, 20 and 30 (note: Haynar's recent change may have altered this, and thank you for clarifying that you meant the 'major' cap at 20).
Worn AC had by level caps.
Point being: I reckon Haste, Weapons, and AC are the three most important vanilla stats. They were all subject to caps, reducing the impact of overgearing/twinking. Along comes Kunark, which introduced the worn regrowth fungi (yeah, I know classic had rubicite), but unlike the other three 'important stats' did not include any mechanic to reduce the impact of overgearing or twinking. In my view allowing this item to function at max from level 1 was a mistake...
BUT perhaps the devs had a perspective I haven't considered... Perhaps the servers at that point were mature or design philosophy had changed and it didn't matter that fungi regen was so powerful at every level.
Re: my opinion on the design of the Fungi.
Well obviously my opinion that it is a mistake is objectively wrong because some people's perspective of this item is much more positive than mine. I'm still entitled to hold and explore my opinion, though.
I hope I'm not coming across as aggressive or unfriendly. Just trying to take part in discussion. I appreciate tone is difficult to communicate on the webs.
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Again, spell haste and worn haste always has a cap even at lvl 60, as does worn regen. when you hit 30 a shm within the same grouping level will never put you at haste cap with a 36% haste item again.
Quote:
Originally Posted by Jimjam
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Yes, it would be great for regen to be capped per level as per DMG, AC, Haste and almost every other actually important stat other than hp/mana.
Living with 18 year old decisions (mistakes?) is the choice we make here, though.
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"Almost every other actually important stay" please explain which you mean.
Quote:
Originally Posted by Cecily
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Fungi is the BIS rogue chestpiece on anything with an AE. Since we're the ones that actually kill things, I'd say we get the most practical use.
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Which would hold true for any melee class that is eating an AE and dpsing