Please Review Crafting Ingredient Bonuses

Discussion in 'Archived Topics' started by Zeddicus Zorander, Oct 7, 2018.

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  1. Zeddicus Zorander

    Zeddicus Zorander Avatar

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    These are examples of the strap variations... they are terrible and useless... Please consider making them interesting and useful.. and straps aren't the only things that are like this, most ingot bonuses, and wood bonus also need to be updated or expanded upon.

    Just my two cents.

    Carapacian Cloth Straps Spell Critical Chance 0.2%
    Cotton Cloth Straps Focus +10
    Fustian Cloth Straps Focus +15
    Hardened Leather Straps Weapon Damage 0.4%
    Leather Straps Combat Dodge Modifier 0.125
    Supple Leather Straps Weapon Critical Chance +0.2%


    Crimson Pine Heartwood Reagent Use -10% Focus 5%
    Grey Pine Heartwood Reagent Use -10% Damage Avoidance 1%
    Hard Maple Heartwood Reagent Use -10% Damage Resistance 0.1
    Maple Heartwood Reagent Use -10% Spell Damage 5%
    Pine heartwood Reagent Use -10% Spell Critical Chance 2.5%
    Rock Maple Heartwood Reagent Use -10% Spell Critical Damage 7.5%
    Ashen Heartwood Basic Magic Reagent Use Chance -12.5% Focus +15% Spell Damage +5%
     
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  2. Ataniiq

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    What are your suggestions Zedd?
     
  3. Black Tortoise

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    Id like a lot of things to give slightly bigger boosts, but im too tired to go through it all ;)
     
  4. Zeddicus Zorander

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    My suggestions are for the designers to design a more useful +stat to crafted items such as maybe make the following adjustments:

    Carapacian Cloth Straps Spell Critical Chance +4.0%
    Cotton Cloth Straps +3 combat focus regen per second
    Fustian Cloth Straps +3.5% Spell Damage

    Hardened Leather Straps Weapon Critical Chance +4.0%
    Leather Straps Combat +3 Combat Health Regen per second
    Supple Leather Straps +3.5% Weapon Damage

    I also think my numbers might be way off but they are just some random examples and on top of that we should never have set numbers like +10 focus or +15 focus that's really dumb... lets ONLY do percentages in teh future... how useful is that 10 focus to a mage that has 1500+ focus anyway?
     
    Last edited: Oct 9, 2018
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  5. Anpu

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    Oh gawd I would love 4% critical chance!!

    They are never going to do that though....
     
  6. Scoffer

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    These numbers suggested are way to high.

    To give you an example using the current numbers you can make a full suit of Hardened fortified leather armor that uses 18 straps for a total of (18 * 0.4% weapon damage) 7.2% weapon damage across the full suit. Changing it to 4% each strap would make it 72% weapon damage. That's before you add in the material bonus of weapons, shields, skills etc

    And that is just from the straps, not to mention the actual yard of leather which is another +18% taking the current values up to 25.2% weapon damage
     
    Last edited: Oct 9, 2018
  7. Jezebel Caerndow

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    How you think that mage has 1500 focus? Fustian and carapacian gear and wands have bonuses to focus. I use constatine on my physical build for the extra focus.
     
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  8. Lars vonDrachental

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    @Zeddicus Zorander
    Well maybe the values need some adjustments but I think too that your suggested adjustments are way too excessive. ;)
    As far as I understood the general philosophy is that equipment shouldn’t be the main reason why you can kill monster x and others don’t. With items that grants too large bonuses your avatar get less important in the “can I win”-calculation and thus more and more not your avatar is fighting the enemy instead it is your equipment. As far as I understood good equipment is making a fight a little bit easier but is not the designed prerequisite to start your adventure.
     
  9. kaeshiva

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    I think the bonuses for the 'good' materials are fine where they are. I wouldn't complain if they bumped em a bit, but I think the bigger problem is we have some really useless materials that just need to be completely re-imagined.
     
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