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percentage based regens seem to be a problem, even for FP, can high mage's cape FP regen be cut down to a static number, I have quite a few issues over FP costs in the entirety of SL2 right now, but I think tackling this should be first and foremost.
That said, I think High Mage's Cape should be 5 FP Regen, flat, the stats it provides are fine enough.
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I agree with this. FP problems are already a thing of the past, with the ability to choose how large your own pools are. This would be a welcomed start.
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They've become a constant in so many builds it's a little insane. I think slapping this down to a static number would be a really good idea, so we can at least see some variation.
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If this does get reduced, I'd like to see the costs of some skills revisited. Striking a balance of sustainability in PvP vs PvE might be hard, but I think this item is so popular because it's easy to guzzle FP very quickly.
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HMC is already better than any other regen item that takes an accessory slot.
Not only that, it provides four stat points which is a bit ridiculous ontop of that.
I'd be fine with this gettin smacked down a bit.
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In comparison to 2%, 5 FP regen would be superior for people who don't bother with pumping their FP up, but inferior to anyone that actually takes the time to pump up FP.
Why don't we keep it at 2%, but put a cap on how high it can get? (I.e. 2% FP Regen, to a maximum of 5)
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
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I agree with Chaos.
2% FP recovery (max. 5 FP) sounds fair enough. For people to use HMC properly they need a shit ton of WIL/FAI, anyway. Low FP chars only get around 1/2 FP recovery from HMC and the rest are on certain other innate skills, such as Kensei's stuff.
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That's fair enough, putting a cap of 5 on it is probably for the best here too.
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A cap of 5 sounds good to me.
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What race/build combos are you finding that this item is such an issue with? What is their max FP?
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