IF Pool and Regen on 11/26/2012 07:35 AM CST
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In 3.0 what determines your IF pool and regen rate? (I know killing helps)

Otherwise, is it strictly your IF skill or stats play a role or anything else? Thanks.

Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
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Re: IF Pool and Regen on 11/26/2012 09:39 PM CST
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>>In 3.0 what determines your IF pool and regen rate? (I know killing helps)

Everyone's pool and regen rate is identical. IF Skill reduces how much IF your abilities consume. Much easier to balance 2 variables per ability (startup cost and pulse cost) than 20.




"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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Re: IF Pool and Regen on 11/26/2012 10:06 PM CST
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>>Everyone's pool and regen rate is identical. IF Skill reduces how much IF your abilities consume. Much easier to balance 2 variables per ability (startup cost and pulse cost) than 20.

Thanks - makes sense. One more for you that you may have already said but just want to verify. Is the ONLY thing that determines how much IF your abilities consume, your IF pool? Meaning stats do not play a role in IF usage?

Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
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Re: IF Pool and Regen on 11/26/2012 10:07 PM CST
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Right now stats do not factor into IF usage. I wanted to get everything balanced on skill alone before I go adding perks like strength for berserks, discipline for meditations and agility for forms (or something).




"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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