Template talk:Progression10

moved from Template talk:Necrosis

No, I don't know why it's 0...8. Something to do with that's the range displayed in the game when you unlock the skill, or something. The same reason we do 0...12 for normal skills. (T/C) 12:35, 3 February 2009 (UTC)
 * I think because a 15 attribute isn't really a useful place to state damage, as no secondary can get that high and to get to 15 would require a hat+major or a sup. --JonTheMon 15:22, 3 February 2009 (UTC)

using 1...8 for title track skills
moved from User talk:Entropy

regarding Necrosis, but others, too -- That's fine, but I'd argue it's not necessary or sensible with the current setup since the Nov 08 update, which makes the sunspear and lightbringer titles far more maxable without excessive farming than before. I'd suggest this policy ought to be reconsidered. Granted it is easier to obtain the level 8 titles in most, if not all cases, but that's like saying that level 10 is easier to obtain than level 12 in a normal skill. If it doesn't take special equipment (i.e., "runes" to get to lvl 16) or a special buff (i.e., a +skills consumable, signet of illusions, etc.) then it should reflect the maximum normally attainable... (Feel free to move this discussion to a more suitable venue if you consider it worthy of further discussion) This is also relevant since even without trying you're going to get to L9 in sunspear, which means that most of the time Necrosis is going to be doing 86 damage, not 84, while anything tied to LB is generally going to get "stuck" at a lower level since until you start vanquishing in Vabbi and beyond you aren't going to get well beyond level 6 or so. Similarly for the Luxon/Kurzick skills, for which L6 -- 1.2 million points -- is a fair lot, even since the update -- that's like 600 20-minute vanquish runs in Mr. Quinkai (@ca. 20k faction each run) -- about 200 hours of vanquishing. If "8" were consistently attainable difficulty across the board it might make sense (I still wouldn't like it) but it's not, so -- Q.E.D. -- "8" seems arbitrary all around, so why not set it to max? --OBloodyHell 12:56, 3 February 2009 (UTC)


 * Rank (max-1) &rarr; Rank (max) is still quite a grind, tbh. Using 8 never really made that much sense to me, anyhow, so I wouldn't mind change. Otoh, I don't mind it this way. Also, shouldn't this be somewhere else? --- [[Image:VipermagiSig.JPG|Ohaider!]] -- (contribs) &emsp;(talk)  16:16, 3 February 2009 (UTC)


 * The official word is:
 * "The equivalency between normal and 10-rank title skills is 0=0 and 15=10, thus 12=8. Since we use 0...12 on normal skills, we use 0...8 on 10-rank title skills.  K/L skills are 12-rank and use 0...10, and Lightbringer Signet is a special case.
 * The reason we use 0...12 on normal skills is because 12 is the max attribute you can get with only attribute points, and 0...12 is also what gets displayed in the "Skill unlocked!" box. 0...15 is what the official update notes use, because those are the two points that are used internally by the game engine to calculate everything else.  There have been discussions about switching to 0...15 or 0...12...15, but most people have agreed that there's not really anything special about 15, so we've stuck to 0...12." Dr Ishmael
 * Meh, making title tracks 0... could be done I guess. [[Image:Entropy Sig.jpg]] (T/C) 03:59, 4 February 2009 (UTC)
 * I agree that title track skills should be made to max. Most of them are not that difficult to max anymore, and if we're talking about one track at a time, then it is definitely not out of reach for most players if they're after just one particular skill (K/L is an exception).  RoseOfKali [[Image:RoseOfKaliSIG.png]] 19:39, 4 February 2009 (UTC)