gisborne wrote: Wed Jun 03, 2026 4:39 am
I made a spreadsheet to compare what you would get when applying the new itemization formula to the renown trainer. I had to choose one stat to remain fixed, and I chose that to be the base stats (str, int, etc.). Everything else is relative. The main relevant parts are colored yellow (current) and green and red (new). As you can see, defensive stats all decreased dramatically (except regen!) and crit increased.
https://docs.google.com/spreadsheets/d/ ... sp=sharing
I did
a similar analysis on the rework recently, but I tried to not assume anything (regarding what Stat/RR spent value to choose). The 3.53 stats/RR, which is the average of the Main Stat Renown Perks, is on the lower end of the spectrum. It could still be what the devs go for, but I decided to examine four different scenarios (3/4/5/6 Stats per RR) to get a wider impression of what the changes could entail.
What the Roadmap section did not talk about, which I could see happening, is that Renown Perks might end up with different potential maximum Renown investments in them. For example, HP/4s might become MUCH "cheaper" in terms of Stats/RR (with your chosen Stats/RR ratio it would provide 3.53/1.5 ~= 2.35 times the value it provides now on each tier), but what they might do is limit how much RR you can spend in HP/4s Perks (for example from 45rr down to 20rr).
Same thing could happen to any Perk to be honest, so the rework as a whole remains a wildcard for now.
In general I would imagine they will choose a Stats/RR value that is higher than 3.5, probably around 5 or 6. My reasoning there is that if they choose a lower value, then avoidance Perks (Block/Parry/Dodge+Disrupt) will be significantly nerfed. That
could be acceptable if they also pair it with extra Perk tiers (e.g. Reflexes V) as described above, but it would hurt low RR characters significantly and it would force tanks to lean exclusively into Initiative to attempt to maintain their stats (because they will have very little spare points for Futile Strikes after Parry and Block are maxed).
But what you are correct is that Crit will be effectively buffed no matter what. Either offensive/heal crit will remain the same and Futile Strikes will be nerfed, or Crit will be increased to match it (there are also inbetween cases, but they will be equal to each other according to the Roadmap). Again, limiting the max possible RR investment could be a way to not shift the game into even more Crit META (e.g. Opportunist III = max vs FS IV being max), but I could see them also tweaking the base chance to be crit for all characters to make up for the difference (e.g. if Opportunist goes from 14% sum to a 24% sum, then they could reduce the base ctbc from 25% down to 15%).
We just have to wait and see.
Regen does seem quite problematic though no matter how you look at it. Maybe it will be completely removed from Renown Trainers.