Merchant I, II, III in that Commander perk tree...
...are not additive, currently; only the last perk is applied.
...are not additive, currently; only the last perk is applied.
I don't think it's intended to be additive. Most of the abilities in the game are not unless they have different names.
That's inconsistent, then. There are other perks (like the dodge one) that has 2-3 levels of +5 dodge; those would essentially be useless perks except for getting higher in the perk tree.
Perhaps a better way to say this is "Please make the descriptions of the perks consistent throughout the champion trees; either make them describe the total cumulative effect, as Merchant apparently does, or make them cumulative, and change merchant to +1 gold per perk."
It's fairly consistent. The percentage based abilities are generally replace the previous rank.
Merchan 1 2 and 3 all stack their bonuses... it takes 1 turn to see the updated UI, but I just confirmed with a test. The bonuses are
Merchant I +2 gildar
Merchant II +3 gildar (+2 from Merchant I for a total of 5)
etc.
Opps haha I was thinking of something else. I thnk it's the experience buffs.
No, the experience bonuses add together, so if you have Knowledge and Potential it's +40% to experience gain. Formerly, when we had Potential I/II/III, each of those added with one another for 15/35/60 percent boosts to experience gain. All the Trainer traits also add together.
Likewise, the Lethal traits all add together, as do the Endurance traits. While I haven't checked the Shadow Strike abilities personally, they would be rather pointless if they did not stack. I don't think there is any set of traits available where the bonus from the subsequent trait replaces the bonus from the previous trait, though I could be wrong.
... on a side note, may want to reconsider the balance of the related 'innovation' perk on the 'Loremaster' series, the one that gives +100 research. While it does provide all that research immediately - and 'immediate' is a lot stronger than the previous, smaller gradual bonuses, this bonus is too weak. 100 is simply too low. Loremaster III gives +3 research per season, so it takes only 33 seasons to produce as much as the 'ultimate' +100 perk. In comparison, 'Merchant IV' provides +5 gildar/season while the ultimate 'Wealth' perk provides +500 gildar - it takes 100 turns, three times as much as with Innovation, for the gradual perk version to overtake the ultimate perk.
33 turns isn't much. Unlocking 'Innovation' actually feels more like a punishment than a reward for fully completing that track - unlike 'Wealth' and all other perk tracks which reward specialization.
A conservative, ultra-cautious guess to a better value for Innovation is 150. 200 is most likely the right value.
I personally think they should remove it. At the point it's worthwhile it might be too power full.
I don't understand that sentence? The later you unlock it, the less it is worth. Your sentence seems to suggest you're saying the later you unlock it, the better it gets.
It isn't exactly a perk you can rush due to how high up it is in the perk tree and you obviously are also spending a whole lot of points into 'Loremaster' that could have been spent elsewhere.
Maybe change it to a free tech?
Sorry, my mistake. I had a champ with Merch I, II, who was only giving 4 g/turn. But 2 (Merch I) +3 (Merch II) -1 (Maintenance)=4. Disregard, sorry.
Sorry, Merchant IV is +5 gildar per season, but you do have in the mix Merchant I, II, and III. Thus, you actually get 2 + 3 + 4 +5 = 14 Gildar per season not +5 gildar per season. So, in 36 seasons you will be over 500 Gildar. In comparison to the lore abilitiy Lore I, II and III. So, really 1 + 2 + 3 = 6 and so in 17 seasons on will receive that +100 research.
Thus, instead of taking 3 times as long, it is really more along the lines of 2 times as much. Makes you conclusion at the end more reasonable. But I will disagree with it not being worth while.... +100 research is a really useful amount of research even late game. The +500 gildar, doesn't see better than the +100 research that one gets, given how much is 100 resarch worth? 500 gildar? Or is it you feel that 200 research is worth 500 gildar? A 2 to 5 ratio...
I don't think boosting inovation is really a way to go on this trait.
Commanders with their unrest, research and gildar bonuses become much more obtainable and useful when using the Monument XP Bonus mod - one of my favourite mini-mods.
Not sure about the Innovation amount should be, though.
parrott, I'm aware it's additive, hence why I wrote 33 turns and 100 turns for the Loremaster III and Merchant IV respectively.
100 is definitely too low on Innovation and needs a significant boost. Yes, research is much more valuable than gildar but we're talking a 1:5 ratio here. Refer to above post: Innovation is almost worse than Loremaster III which shouldn't be the case.
100 Research is worth 300/400 Gildar. 300 selling, 400 buying. So 500 Gildar is about 143 Research.
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