The Durability Problems

Discussion in 'Crafting & Gathering' started by Mangar, Jun 23, 2017.

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  1. Mangar

    Mangar Avatar

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    Hello Folks,

    As most of you know by now when rolling for any weapon, boots & gloves one should have them rolled exceptional (+1 or +50 durability). Same can be said of course with the rest of the gear once you're going the distance on your Masterworking and Enchanting. If you do not, by the time you Enchant x2 and Masterwork x2 most weapons will be at 45 or lower durability. This of course is NOT all that important for wands as they take much less dmg in battle when casting. But IF you wish to have a nice wand with some Specific Attunment related Enchants on it, some take -40 to durability to add so a +1 here is ALSO necessary.
    Now of course when crafting through this process, most players will possibly get to 25% chance exceptional, thus a lot of wasted material before one gets the +1.

    Fear not however as our God like Development Team has blessed our chances to eventually give us AN option to increase Durability of ALL items, BUT AT A TERRIBLE COST. What am I talking about, well IF you are one of the few who have gotten one of the 3rd Tier Skills (Masterwork Blade Weapon) for instance to 98, a new Option shows up +30 to Durability. (I know this is not New, but bare with me) You can choose this option and it will add this +30 Durability to your Item at the cost of using up your Masterworking Turn, hence THE ISSUE. Also, if you are a True Grinding Avenger and have gotten your Weapon or Armor Enchant up to 98, guess what ya get, .... ( 7% - 9% Weapon Durability Effectiveness), yup all that frickin work for that waste of a stat that I would NEVER choose and YES it will take your Enchanting TURN.

    So here is a fix for this ridiculous system were currently STUCK with.

    ---------

    It would be much more rewarding and very functional when IF you hit 98 in any of the third Tiers and NOW have the ability to apply (Further Durability) IT WOULD NOT use up a Masterworking Turn as long as it comes up randomly.
    Let me explain,
    IF the Durability option comes up (as a 4th ghost option) it should be a RANDOMLY rolled number between 15 - 35 and automatically applied to your item. Then leaving the remaining 3 options to choose form. Same goes for Weapon/Armor Enchanting, I mean who in their right mind would choose 8% Durability Effectiveness over just about anything else.
    There is also another very bad side effect of this, as I hit 98 with Weapon Enchant I noticed that the Durability Effectiveness Stat is a high probability, thus it pollutes my options. Basically making things EVEN HARDER to roll as it knocks off good possibilities.

    PS: Why wait till 98, introduce this option in the way I stated or something close to it earlier but with a lesser number. Thus, at skill level 50 have it start with randomly rolled + 2 - 6 Durability or so and than gradually increase.

    PS 2: When will we be able to actually get back more workable components form Salvaging unwanted NON +1 items and more importantly receive some decent parts back when we lose an item due to BOOM YOU LOOSE. I think if one has Salvage GM'ed there should be a good chance to get back 20% - 40% of materials used, you know a Carapacian Bolt or a Hardened lather Strap or A Constantan Sheet, {Gold/Silver Ingots or Gold/Silver Scraps} .. c'mon Chris and DarkStar - pls implement things that reward time spent and give us an exciting fighting chance.
     
    Last edited: Jun 24, 2017
  2. Toadster

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    I think the durability should not be an part of the random chances at all. I think this should be more of a choice. You could choose to add x amount more resources to a piece in order to reinforce it and add durability up to x amount at the cost of additional weight. There are To many disposable pieces as it is. 1 in 4 hopefully get kept if exceptional, then 1 in x that get the right properties. Start adding some choices to crafting with positives and negatives not just another random dice roll.
     
  3. Prime2

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    You get three options, and having the durability as a choice muddies up the options due to it taking up an enchantment slot option during the rolls upon creation. I don't want this and makes me not want to level it up that high at all. It removes incentive.

    Make it a free option to enchant an item that takes no enchantment choice for the item, so a free durability bump for those who are that high, and it will only come up once per item ever. Or if you don't want to add it free to the item, make it as a optional random 4th option. Perhaps just give us a fourth option during the Enchantment anyways and keep it in play they way it is and make all Enchanters happy with a fourth option to the insanely Ingot Hungry Profession this Enchanting is on our ingot supply.
     
  4. Adam Crow

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    Just lock it at 98 and you can move it back and forth whenever you want the durability option. I use the durability masterwork all the time for boots and gloves. Without it you can only fit 1 major enchant and 2 masterworks. With it I've made some really nice pieces out of junk I was going to trash anyways.

    I think they should just add a 4th choice at gm personally.
     
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  5. Damian Killingsworth

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    I am not much of a crafter, but perhaps I would be if salvaging gave me back workable materials other than scrap. +1
     
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  6. Alley Oop

    Alley Oop Bug Hunter Bug Moderator

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    it does, at least with smithing. i occassionally get back ingots, and not just plain iron or copper, either.
     
  7. Damian Killingsworth

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    Come to think of it, I think i did get an ingot back once. My salvages are only at 80 though.
     
  8. Necrothaftis

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    Great Ideas

    My suggestion to get around the problem of a wasted emchant on the third tier would be to make "Crafting attunement" based on the total number of points in the Crafting Production Skills - Carpentry, Blacksmithing etc (NOT GATHERING AND REFINING)
    The total number of points in all five skills would represent an attunement level which practically translated means more durability to the weapon.

    for example:

    lets say adding all the production crafting skill points equalls 1735
    that could translate to 1735/100 = + 17.35 durability on any crafted item
    I think all 5 skills should be taken into account to reward persistence rather than a crafter who specialises in only on crafting skill
    Its easy to implement easy to understand and rewards real crafters - rather than those who simply dump all their xp into one of the five production skills

    THX
     
  9. Cypher Black

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    There is some good idea's here and it would be nice to have some durability options.

    Cypher Black
     
  10. Randbo

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    hate to say it guys, but i LIKE IT just the way it is.
    +30 dura is an important buff and it enables you to work a 80 dura helm. gloves and boots at 50 are still worthless.
    its a great addition, in my opinion. i never sell anything below 60 dura and i have no problem getting 2 plus 2 above 60 dura.
     
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