Ranmaru2
08-19-2010, 11:11 PM
I often wonder why I'm going towards getting greensteel weapons on all of my characters and often get sick of the greensteel grind after running about 18 shrouds in a 9 day period, and then get sick of running 14 epic raids in 6 days. Meanwhile we're always opening chests and not really caring much for the contents behind door #10,985,453,213 and it got me thinking. What could we do to improve random loot?
I immediately started thinking about Collectibles (cause they're everywhere and building up a stockpile isn't all that hard), those little nodes that everyone clicks in the hopes of collecting those big 8 collectibles to create the best weapons one can possibly make and then started to think. If we have a model like Shroud crafting in the game, why not apply that to a slot that would be made mandatory to appear on new loot with a 20% chance of another slot appearing as well. So you could potentially have:
___ Enchantment ______ Metal _________ item _________ Enchantment
__________Modification slot ___________ Modification slot
Now the first problem I can think of with this system right off the bat is balancing the possibilities with the level requirements of items already in existence, and while I agree that some level requirements (namely those for armor and shields) need a massive overhaul, in terms of weapons, it would be balanced enough on its own if we have it where 2 Modification slots bumps the minimum level of the item up 2 level requirements. So while it would be possible to have a +1 Greater Bane _________ with 2 modification slots, its now a level 8 weapon and requires a level 8 chest (or level 11 quest) to find.
Where to perform this crafting: All crafting can be done at the Stone of Change, or a new Modifications store/altar setup in House Deneith for all weapons, armor, and shields.
The Enchantments
I'm going to try my best to create a system that allows for each enchantment to perfectly reflect onto an armor as a sort of guard to the weapon's effect or an associated effect:
1) Engraved Pommel - +1 to +5 possible effect of increased smite damage prior to damage calculations.
Ingredients used: 4 prayer beads, 2 Vials of Pure Water, 1 Silver Flame Hymnals - Creates 1 Pommel enchanting which must be combined with an equal # of Amulets of the Archbishop plus the randomized weapon to enchant the weapon with a +1 to +5 damage effect before smites.
Armor/Shield Effect: DR 1/evil to 5/evil. Replace Amulet of the Archbishop with Polished Ore
2) Rogue Senses - +4 insight bonus to search and spot + (On weapons: +2 stacking sneak attack damage; On armor: +25% stacking fortification; On Shield: Enemies no longer get bonus to-hit when flanking you.)
Ingredients used: 3 pages torn from a Research Book, 3 Research Diaries, 2 Scholarly Notes - Creates 1 essence of the Rogue, must be combined with the soul gem of a tiefling.
3) Neutral Outsider Bane - Lesser Neutral Outsider Bane, Neutral Outsider Bane, and Greater Neutral Outsider Bane respectively
This must be put on 3x with increased ingredient amounts much like the adamantine ritual
Ingredients used:
Tier 1 - 4 Planar Crystal, 4 Runic Parchment, 3 Blessed Candles - Lesser Neutral Outsider Token
Tier 2 - 4 Planar Spoor, 4 House Sealed Letters, 3 Silver Bowls, 2 Planar Shards - Neutral Outsider Token
Tier 3 - 3 Planar Talisman, 3 Tome: History of the Houses, 3 Ritual Athame, 5 Planar shards - Greater Neutral Outsider Token
#1 - Combine Lesser Neutral Outsider Token with 1 planar shard to create an Essence of the Neutral Outsider, Lesser. Combine with weapon to add Lesser Neutral Outsider Bane
#2 - Combine Neutral Outsider Token and Lesser Neutral Outsider Token with 2 Planar Shards to create and Essence of the Neutral Outsider, Regular. Combine with Weapon to add Neutral Outsider Bane.
#3 - Combine All three neutral outsider tokens with 5 planar shards in the altar to create an Essence of the Neutral Outsider, Greatest. Combine with weapon to add Greater Neutral Outsider Bane.
Armor/Shield effect: +2-4 dodge bonus to AC and Saves when the target of neutral enemies
4) Berserker - Weapon Effect: +2 damage when under the effect of Barbarian Rage, -2 Fortitude saves. Armor Effect: Negates all Damage from Vicious effects. Shield Effect: Your shield is covered in spikes, making it just as deadly as your weapon, dealing 3d6 piercing damage anytime you are hit.
Ingredients: 5 Smoldering Embers, 5 Cryptic Message, 10 Funerary Tokens - Creates an Essence of Anger. Combine with weapon, armor, or shield to add the associated effect.
5) Blood Soaked
Weapon Effect: Every hit on the same target builds up a splatter charge, if the target is of a flesh-like enemy (constructs, undead, plants, and elementals are immune to this effect), and on the 4th hit, the splatter effect erupts from the enemy, creating a blood rain all around, healing allies of the wielder of the weapon for 3d6+7 hit points.
Armor Effect: This armor is engraved with unusual passageways for blood to gather on the armor, giving off the illusion of constant blood flow along the outside of the armor. This armor thus collects all blood that comes into contact with it, even the wearer's, granting HP regeneration of 1 hp/min.
Shield Effect: This shield has a strange effect of gathering all blood that comes into contact with it into the center of the shield inside of a gem. Randomly (~10% of the time), when the wielder is hit, the blood will explode outward from the gem onto the last target to hit the wielder, dealing 2d4 corrosive damage for 12-30 seconds every 2 seconds.
Ingredients Used: 5 Powdered Blood, 6 Blade of the Dark Six, 4 Necromantic Gems - Creates an Essence of the Blood Lover. Combine with the associated item to receive the associated effect.
I immediately started thinking about Collectibles (cause they're everywhere and building up a stockpile isn't all that hard), those little nodes that everyone clicks in the hopes of collecting those big 8 collectibles to create the best weapons one can possibly make and then started to think. If we have a model like Shroud crafting in the game, why not apply that to a slot that would be made mandatory to appear on new loot with a 20% chance of another slot appearing as well. So you could potentially have:
___ Enchantment ______ Metal _________ item _________ Enchantment
__________Modification slot ___________ Modification slot
Now the first problem I can think of with this system right off the bat is balancing the possibilities with the level requirements of items already in existence, and while I agree that some level requirements (namely those for armor and shields) need a massive overhaul, in terms of weapons, it would be balanced enough on its own if we have it where 2 Modification slots bumps the minimum level of the item up 2 level requirements. So while it would be possible to have a +1 Greater Bane _________ with 2 modification slots, its now a level 8 weapon and requires a level 8 chest (or level 11 quest) to find.
Where to perform this crafting: All crafting can be done at the Stone of Change, or a new Modifications store/altar setup in House Deneith for all weapons, armor, and shields.
The Enchantments
I'm going to try my best to create a system that allows for each enchantment to perfectly reflect onto an armor as a sort of guard to the weapon's effect or an associated effect:
1) Engraved Pommel - +1 to +5 possible effect of increased smite damage prior to damage calculations.
Ingredients used: 4 prayer beads, 2 Vials of Pure Water, 1 Silver Flame Hymnals - Creates 1 Pommel enchanting which must be combined with an equal # of Amulets of the Archbishop plus the randomized weapon to enchant the weapon with a +1 to +5 damage effect before smites.
Armor/Shield Effect: DR 1/evil to 5/evil. Replace Amulet of the Archbishop with Polished Ore
2) Rogue Senses - +4 insight bonus to search and spot + (On weapons: +2 stacking sneak attack damage; On armor: +25% stacking fortification; On Shield: Enemies no longer get bonus to-hit when flanking you.)
Ingredients used: 3 pages torn from a Research Book, 3 Research Diaries, 2 Scholarly Notes - Creates 1 essence of the Rogue, must be combined with the soul gem of a tiefling.
3) Neutral Outsider Bane - Lesser Neutral Outsider Bane, Neutral Outsider Bane, and Greater Neutral Outsider Bane respectively
This must be put on 3x with increased ingredient amounts much like the adamantine ritual
Ingredients used:
Tier 1 - 4 Planar Crystal, 4 Runic Parchment, 3 Blessed Candles - Lesser Neutral Outsider Token
Tier 2 - 4 Planar Spoor, 4 House Sealed Letters, 3 Silver Bowls, 2 Planar Shards - Neutral Outsider Token
Tier 3 - 3 Planar Talisman, 3 Tome: History of the Houses, 3 Ritual Athame, 5 Planar shards - Greater Neutral Outsider Token
#1 - Combine Lesser Neutral Outsider Token with 1 planar shard to create an Essence of the Neutral Outsider, Lesser. Combine with weapon to add Lesser Neutral Outsider Bane
#2 - Combine Neutral Outsider Token and Lesser Neutral Outsider Token with 2 Planar Shards to create and Essence of the Neutral Outsider, Regular. Combine with Weapon to add Neutral Outsider Bane.
#3 - Combine All three neutral outsider tokens with 5 planar shards in the altar to create an Essence of the Neutral Outsider, Greatest. Combine with weapon to add Greater Neutral Outsider Bane.
Armor/Shield effect: +2-4 dodge bonus to AC and Saves when the target of neutral enemies
4) Berserker - Weapon Effect: +2 damage when under the effect of Barbarian Rage, -2 Fortitude saves. Armor Effect: Negates all Damage from Vicious effects. Shield Effect: Your shield is covered in spikes, making it just as deadly as your weapon, dealing 3d6 piercing damage anytime you are hit.
Ingredients: 5 Smoldering Embers, 5 Cryptic Message, 10 Funerary Tokens - Creates an Essence of Anger. Combine with weapon, armor, or shield to add the associated effect.
5) Blood Soaked
Weapon Effect: Every hit on the same target builds up a splatter charge, if the target is of a flesh-like enemy (constructs, undead, plants, and elementals are immune to this effect), and on the 4th hit, the splatter effect erupts from the enemy, creating a blood rain all around, healing allies of the wielder of the weapon for 3d6+7 hit points.
Armor Effect: This armor is engraved with unusual passageways for blood to gather on the armor, giving off the illusion of constant blood flow along the outside of the armor. This armor thus collects all blood that comes into contact with it, even the wearer's, granting HP regeneration of 1 hp/min.
Shield Effect: This shield has a strange effect of gathering all blood that comes into contact with it into the center of the shield inside of a gem. Randomly (~10% of the time), when the wielder is hit, the blood will explode outward from the gem onto the last target to hit the wielder, dealing 2d4 corrosive damage for 12-30 seconds every 2 seconds.
Ingredients Used: 5 Powdered Blood, 6 Blade of the Dark Six, 4 Necromantic Gems - Creates an Essence of the Blood Lover. Combine with the associated item to receive the associated effect.