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MaddyE

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Posts posted by MaddyE

  1. 7 minutes ago, Aoslare said:

    It's not 1:1.  As the in-game text says, and as stated above in this thread, it's -1 Health (not Endurance) for the first canister, -2 for the second, etc., capping at -6 for canisters 6 and beyond.

     

    Endurance:

    Increases Health by (5 + Level/2) per pt

    Before class multiplier: 1.5 (Guardian) or 1.3 (Agent) or 1.0 (Shaper)

     

    This means that at endgame, let's say level 20, one point of Endurance is worth 2.5 canisters for a Shaper, 3 for an Agent, or nearly 4 for a Guardian.  (And that's after the first 5 canisters, which are even cheaper.)

     

    Ah - my mistake.  Health is way better than Endurance - which is what I was reading it as!  I'll need to do another run before I use the mod just to firm up my strategy, especially when charging up the Puresteel Blade.

  2. 19 hours ago, Aoslare said:

    On Veteran and Torment only.

     

    The reduction is also fairly tiny.  The goal there was just to create somekind of trade-off so that there's actually a reason to think "is this canister worth using?" rather than blindly using all of them.

     

    If it's 1:1, you're switching XP spend to boost Endurance instead of on that stat or ability.  To my mind, the whole point of canister use is to replace XP spend.

     

    For skills like spells or shaping, yes, I can see the END cost being a good idea, but (speaking personally) I would always use a stat or ability-boost canister (especially for weak sections), but not necessarily a spell or shaping canister (some are immediate candidates for the Purifying Blade).  I often don't even both training or learning shaping or spells outside my 'speciality'.

  3. I deactivated the Clockwork Golem and moved the ruby straight into my junk bag, and subsequently sold it without realising it was a unique item.  Is there a way to get it back?  No biggie if not, but I recall being able to add items to one's inventory in the past.

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