T10
Veteran
Posts: 99
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Post by T10 on Jul 21, 2008 15:13:52 GMT -5
The grading power of materials may can solve the problem of crafting's strength. Let's try to find something for the other problem: "all or nothing" Nearly any other skill has an use in all of the game. A low swords or elemental skill can adds extra damage, a low agility gives its bonuses to defense and speed, and every skill has some useful feats. But crafting gets obsolate if you don't upgrade it almost all of your skill points, and its feats work only on itself.
There was an idea about crafting - use the skill to modifes or upgrades magic items, yellows and blues too. May a new feat can be added to the crafting.
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Post by phlinn on Aug 4, 2008 13:18:58 GMT -5
So, i was looking at how this would play out for a monk. Ignoring defense transfer, which just makes it even worse, consider blue steel gauntlets with 400 crafting skill. Base 15 AC, boosted to 300. That's 1d300 added to every unarmed strike. I would argue that 1d300 is much better than the 5d24 you would get using knuckles. Especially since that 1d300 is added to whatever the bonus you already get for martial arts is, instead of replacing it. You might need to tweak the glove bonus a bit.
Edit: I loaded wizard mode and played with this. Crafted knuckles are 25d30. For some reason I assumed it only affected the die size. And I didn't include the base in my calculation. 1d315 < 25d30. Still might be a little out of whack with defense transfer, but i find it difficult to worry about.
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Post by phlinn on Aug 12, 2008 14:40:45 GMT -5
You may want to add a crafting.txt to the help folder which includes the table of materials. Also, what happens to items which don't use any of the above materials?
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Post by Variaz on Aug 12, 2008 15:54:17 GMT -5
It's based on the depth of the materials, not on their number, so other type of crafted items bases themselves on the depth of their respective components.
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Post by sekira on Aug 14, 2008 12:49:46 GMT -5
Ok, so I've been thinking... About how Crafting doesn't have to be all or nothing...
I have three ideas
1) Crafting, if you have the enchanting feat, lets you enhance the enchantment that levelable items get when they level. - a) Only for tweak points, or... - b) For tweak points and also item base stats. - i) Tweak point boost could be a flat amount (+1 tweak point each time the item levels up to a max bonus of Crafting/10) - ii) Tweak point boost could be a percentage boost (+ crafting/5% tweak points total ie +100% at 500 crafting)
- iii) both these methods would require the tweak points gained through crafting to be seperated from tweak points gained through leveling... so you can track the max for the first method, or track the new bonus amount for the second method every time you level, and only give a bonus for current crafting)
- iv) Bonuses to base stats (if implemented) would be more like the percentage boost that I discussed for tweak points in ii), but this would get hairy, because then you would have to split the bonus from crafting from the item's bonus so you could similarly make sure the bonuses from crafting were kept in check each level and handed out when necessary. That would mean an additional variable saved for each item for to_h, to_d, to_a, ac, damage dice, dice sides.
2) Crafting affects existing magic item strength apart from leveling. - a) Crafting affects how all magic items in the game are generated, giving bonuses to bonus level during creation, or... - b) You can somehow disassemble magic items and the components will save the enchantment level, and then when you recraft those components... - i) the component's saved enchantment levels will give the crafted item starting bonuses equivalent to a similarly powered magic item, in addition to the bonuses to tweak points and base stats that crafting gave, or... - ii) the crafted item will have no starting bonuses, but instead will get a boost to the number of tweak points it has, and a boost to the crafted base stats it has.
3) Crafting affects the power of any activation effect done by @. This includes zapping rods, aiming wands, using staves, and activating armor spells.
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Post by junyortrakr on Aug 28, 2008 10:20:50 GMT -5
On a more alchemical note, I was wondering a little about gray elemental damage on the Sword of Balance. I would suppose you could transfer it to a potion and then to an item so you could have gray resistance. Since gray is 50% each light and dark, what will the resistance be? If you had 100% gray resistance, would you have 100% resistance to each light and dark, 50% to each, or simply 100% resistance only to a gray attack?
Does spellcraft affect potion damage and radius? Alchemy greatly increases damage, but the radius never improves, and I was wondering if spellcraft had any effect on it since it is a magical attack.
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Post by Gando on Aug 28, 2008 13:25:05 GMT -5
On a more alchemical note, I was wondering a little about gray elemental damage on the Sword of Balance. I would suppose you could transfer it to a potion and then to an item so you could have gray resistance. Since gray is 50% each light and dark, what will the resistance be? If you had 100% gray resistance, would you have 100% resistance to each light and dark, 50% to each, or simply 100% resistance only to a gray attack? Does spellcraft affect potion damage and radius? Alchemy greatly increases damage, but the radius never improves, and I was wondering if spellcraft had any effect on it since it is a magical attack. I beleive the question concerning how grey brand transfer works has been answered before. Grey does not give light/dark resistance, it gives grey resistance. Which means very little in port since there are no (currently) monsters that deal grey damage. There are also no grey resistant monsters so it is an ideal brand for killing Physical Resistant monsters if you lack another means. As far as I know spellcraft does nothing for potions.
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Post by Variaz on Aug 28, 2008 16:08:51 GMT -5
Not true.
There's the Grey Imp, a depth 41 enemy. There are also two uniques that uses it, one being the Knight of Balance.
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Post by Gando on Aug 28, 2008 20:08:17 GMT -5
I stand corrected ...Ive never encountered grey imps as random dungeons seem to stop at around level 30ish or so it seems and honestly I dont dig just doing random dungeons for levels. The knight of balance I knew about but forgot though he's never gotten close enough for that to be a factor anyway. The other unique I must not have encountered at all...or did not notice its damage type.
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Post by Variaz on Aug 29, 2008 14:56:53 GMT -5
If you didn't meet the imps, there's a good chance you didn't meet the unique.
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Post by junyortrakr on Aug 29, 2008 16:03:32 GMT -5
I understand. If you had full resistance to light and dark, it wouldn't matter, anyway, would it?
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Post by Variaz on Aug 29, 2008 16:43:01 GMT -5
Grey won't hurt you if you have both Light and Dark at 100%.
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Post by junyortrakr on Aug 31, 2008 16:46:40 GMT -5
I suppose the resistance with other mixed attacks would be similar, wouldn't it? That would mean that a resistance to, say, ice would only protect you from an ice attack, but if you had resistance to cold and/or physical, it would at least partially protect you from an attack.
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Post by junyortrakr on Nov 7, 2008 20:14:53 GMT -5
I was just checking something that somewhat fits in this general topic. Does the experience required to level up a levelable item continue at 5*lvl class kills all the way out? I've had some up to about lvl 20, and it seems to continue to there. If my poor math is correct, that would require almost 25000 class kills to max an item out. Since that would equal taking a character to lvl 10 in almost 50 classes, it seems somewhat time intensive. I was just wondering if my estimate was close and if anyone had any thoughts.
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Post by Variaz on Nov 7, 2008 20:21:44 GMT -5
Yes, same formula all the way.
It does take a very long time to max an item to 200, but then the main quest will not require level 200, and thus won't require uber leveled items either.
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