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Old Dec 12, 2006, 03:38 AM // 03:38   #1
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Default A Minor Question About Major Vigor and Salvage Rights

Why is the Major Vigor +41HP and not +40HP? The Minor and Superior versions have even values, do they not? So why aren't the values +30, +40 and +50? What benefit does that 1HP provide, is it really necessary? If it were modified to be +40HP, would the game really change that much? Can it be changed, or will a large number of people just cry "NERF! NERF!" for days on end?

The same thought goes for the benefit of the Wisdom and Treasure Hunter titles. Why does each level only provide a 3% decrease in the chance of losing an item? Even with both tracks maxed out, there is still a 8% chance to lose the item (can someone confirm my math, please?). I would think that, after that much time and determination (or just amount of gold farmed), you should have an absolute 0% chance of losing said item. I say bump each level up to 5%, not 3%. It just seems to make more sense...
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Old Dec 12, 2006, 04:59 AM // 04:59   #2
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This should be in the Riverside section, as for other than your final sentence it is more of a statement or question(not a suggestion).

I don't know about major vigor, though I'm sure there was a reason when they stuck it in there(like necro sacrifices being odd numbers like 17%).

As for having perfect salvaging ability, that takes all the risk out of it, and therefore would increase the number of certain mods/skins thereby(likely) hurting the economy. Besides, its more fun when you don't know if you're going to destroy the weapon or not. Its a gamble after all...

But that's just my two cents
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Old Dec 12, 2006, 05:54 AM // 05:54   #3
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Quote:
Originally Posted by RSGashapon
Why is the Major Vigor +41HP and not +40HP? The Minor and Superior versions have even values, do they not? So why aren't the values +30, +40 and +50? What benefit does that 1HP provide, is it really necessary? If it were modified to be +40HP, would the game really change that much? Can it be changed, or will a large number of people just cry "NERF! NERF!" for days on end?

The same thought goes for the benefit of the Wisdom and Treasure Hunter titles. Why does each level only provide a 3% decrease in the chance of losing an item? Even with both tracks maxed out, there is still a 8% chance to lose the item (can someone confirm my math, please?). I would think that, after that much time and determination (or just amount of gold farmed), you should have an absolute 0% chance of losing said item. I say bump each level up to 5%, not 3%. It just seems to make more sense...
There should always be a chance for loss, otherwise, we may have "Pro Salvagers" charge obscene amounts of money to salvage mods for people, who may very well lose the mod(s) to scammers. Besides, players seem to like risk, buying unID items to ID for title, maybe getting a crap item, maybe getting something they can profit from.
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Old Dec 12, 2006, 06:15 PM // 18:15   #4
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So that's basically saying, if you take salvaging into the real world, that even the best, most well-trained salvager can just lose an item and be perfectly fine with it? I would think that after all the work, you would do your best not to destroy something while taking it apart.

I do this kind of thing in real life, salvaging electronic devices for their components. When I first starting doing it, I often broke the device I was working on, either just the case/housing or some other component while trying to dismantle another. But now, after years of practice and learning how assemblies fit together, I'm now able to take anything apart while barely putting a scratch into it.

That kind of thinking should apply to salvage kits and the wisdom/treasure hunter tracks in GW. If your character has had enough practice, has the best kit and knows how runes/mods/inscriptions are applied to an item, then there should be no risk in losing it. You should be able to take a sword apart, save all three mods (hilt, pommel and inscrip. if applicable) and still have said blade sitting on your lap ready to be swung.

No it is not fun to gamble on losing a good item. We already have to gamble with chests, gamble with drops, gamble with certain mob spawns, gamble in town with clueless PUGs... Take out this random loss malarkey, things don't just fall apart in your hands while working on them. If you know what you're doing, in a controlled situation, then there should be no risk.
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Old Dec 12, 2006, 06:34 PM // 18:34   #5
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Simply put: NO.

It has to do with game mechanics. Adding a no loss scenario in the part of design that requires turnaround results in deus-ex-machina situation, where there exists a point above which something becomes godly and unbalancing.

100% salvage chance completely changes the gameplay. As an example look at hero armors. You no longer need to swap armors, you simply salvage runes when you need them and swap them. This adversly affects rune, material and armor markets, and gives a hugely disproportionate advantage to those that have this ability. Such rules are what destroys the games. GW is a game that needs rules.

And you do not have 100% salvage chance when salvaging electronic parts. Your chance might be 99% or 99.9%. But not 100%. 100% means that if you now spend 50,000,000 hours doing nothing but salvaging parts, you will never, not even once, make a single mistake.
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Old Dec 12, 2006, 07:06 PM // 19:06   #6
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i like the major vigor at +41hp, it means, on my PvP monk, when infusing, i can use it to get an odd amount of health, so i can use Zealous Benediction on myself after infuse. (say, 501 health, after an infuse, is halfed to 250.5, which is rounded to 250, which means i am under half health when zealous benediction hits me
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Old Dec 12, 2006, 07:11 PM // 19:11   #7
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Actually, remove these novelty titles from having any affect on actual gameplay.
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Old Dec 12, 2006, 07:25 PM // 19:25   #8
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Welcome to Sardelac, the Madhouse of Suggestions. Where only legitimate suggestion threads should be posted, and where all other things get locked without mercy by the Mad Mods.
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