Desecrration costing MP when it should restore

Past suggestions that have been incorporated into the live game.
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Thenixon
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Desecrration costing MP when it should restore

Post by Thenixon »

I think this is an order-of-operations thing? I was at full MP and desecrated a body. I got the Restore MP result, but would up with 3 MP less than when I started. I know desecrate costs 3mp, but shouldn't it restore it afterwards?

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Nayru
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Re: Desecrration costing MP when it should restore

Post by Nayru »

generally think these types of functions are coded to restore and then consume the cost afterwards

in the lesser mp result's case it can't take you above your max mp whereas the better mp result can
- You say, "Oh my me." (2022-01-30 03:41:07).
Thenixon
Posts: 176
Joined: Wed Nov 24, 2021 3:28 am

Re: Desecrration costing MP when it should restore

Post by Thenixon »

Not a bug, then.

Doesn't make much sense to have results come before cost, or to have a 'restore MP result that leads to a net loss but I guess that's a thread for suggestions. With it coded this way, can we desecrate/pray at 0 MP?
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Kandarin
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Re: Desecrration costing MP when it should restore

Post by Kandarin »

The underlying issue here is that MP regeneration smacked into the MP cap, turning a boon into a loss. In Breath 4, we modified MP gain mechanics - Sorcerer's Might, Prayer, Dark Heart - so they could raise MP over the cap, since we already have a powerful counter mechanic to remove excess MP and keep it from being stashed over time.

There's no reason why Desecration should continue to be an exception to this change. Therefore, starting at the next patch, Desecration MP gain will allow characters to go over the cap.

Thanks for bringing this to our attention.
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