![]() The HP/Stamina are shown as abstract scale values - the higher the number, the more HP or Stamina the code has. Now they've been distilled down into something that (at some point) should be generalizable to different character levels hopefully. HP & Stamina values: Initially these showed directly-measured values of the different blood codes ingame (without any extra gifts added in). From what I've seen this benefits codes with already high equip loads to start with the most: This would make the heaviest possible 'normal' movement score 162.5 (extra 75 points of weight on Fionn/Hades/Berserker, halved due to weight threshold calculations) with this gift, and the heaviest 'quick' movement load 91 (21 extra points on Ranger). Last thing I'll say on equip load, the Queen's Breath Gift of Revenant's Ambition increases equip load by 30% of the given code's max. ![]() Isis is also a notable outlier for being a low-balance caster Code that has an equip-load profile consistent with the heaviest classes (slow with 249 equip load) which, while this makes highly-evasive quick casting difficult, does make it a great candidate for heavyweight caster veils such as Hedgehog Fort or White Vestment. Of note is that the Ranger has the highest possible weight (of classes that I've viewed) for retaining Quick mobility with up to 70, while Hades, Fionn, and Berserker enable Normal mobility at the heaviest possible equip loads of 125, without extra gift usage. There's columns in the table for determining the thresholds at which each code changes mobility classifications. ![]() Light equip load corresponds to normal movement, while Very Light is Quick movement. 'Slow' blood codes retain Normal mobility at much higher equip loads than others (usually around 120-125) but they have a very hard time gaining Quick Mobility.Their Heavy equip-load range corresponds to normal mobility, while Very Heavy is Slow movement. 'Quick' blood codes can get higher weights while retaining a quick movement speed than others, but they become 'Slow' rapidly after hitting that limit.the 'Slow' mobility blood codes often have very high equip loads, around 240+, whereas 'Quick' mobility codes have very low ones around 60.) The end result is that each blood code generally hits the sweet-spot of about 50-100 to have a 'Normal' mobility, but this does affect how the thresholds generally are centered around this. ![]() From what I can figure, the thresholds at which you hit each of these tiers is percentage-based on your listed maximum equip load:ĭifferent blood codes each have their own base mobility ratings, which usually correspond to appropriately increased or decreased equip loads (i.e. Equip Load has five different tiers represented by colored arrows (two down, one down, none, one up, and two up). Weight Thresholds: I found these stats the most interesting, and useful for explaining exactly how equip load works. Artemis can be thought of as the highest-balance caster type Blood Code (has 30 max Ichor), while Heimdall has the highest-balance of an dex/evasion-based class, but their values still pale in comparison to any of the heavyweight pure-fighter blood codes. Balance & Ichor: Based on what I can see, there's no statistical correlation to what determines balance (and by extension Ichor) - it's just purely a trait of the Blood Code you choose and just serves to further classify a given code to a 'role': Tanky fighters have the highest balance, Agile fighters have moderate balance, and casters have awful balance that's usually offset by high Ichor.
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