Vornado
12-30-2013, 07:58 PM
So I had a thought about the current crafting system(cannith crafting) used in ddo.
Equipment refinement, this could be separated into 2 types:
Accumulative refinement and Dynamic refinement.
Both types of refinement would yield roughly equal results. Let me give the basics with a example or 2.
So lets say you have a Dragontouched Robe with a Eldritch rune of leaser healing amp, a tempest rune of healing amp and a sovereign rune of natural armor, which stats look like this:
Armor +6
+10 healing amp
+20 healing amp
+4 natural armor
To perform a Accumulative or Dynamic refinement of this armor you would require 2 X the armor(with all runes applied) that are exactly the same, a refinement shard( either a accumulator or dynamic), and up to 2 more shards(these are bonus modifier shards).
Accumulator refinement yield a static result, in other words the enhancements are static without chance of additional benefits..
Dynamic refinement yield a static result that is lower than the accumulative result with a possibility for a much higher output when in use.
Both types of refinement would require a minimum level increase of 5 levels per tier of refinement
Accumulative refinement would show a increase of .5 per tier, or 1.5 for tier 1, 2.5 for tier 2 and so on.
Dynamic refinement would show a static increase of .0 per tier with a 50% possible proc while in use for 1 per tier. So tier 1 is 1-possibly , tier 2 is 2 possibly 3.
So the above armor as a am proposing would end up like this:Minimum level of 21
Tier 1 accumulative Dragontouched armor--------------------Tier 1 Dynamic Dragontouched armor
+9 armor bonus-------------------------------------------------+6 armor (50% chance on being attacked to be rolled as +12)
+15 healing amp------------------------------------------------+10 healing amp (50% chance on receiving healing to be healed for +20%)
+30 healing amp------------------------------------------------+20 healing amp (50% chance on receiving healing to be healed for +40%)
+6 Natural armor------------------------------------------------+4 natural armor( 50% chance on being attacked to be rolled a +8 natural armor)
Minimum level of 26
Tier 2 Accumulative Dragontouched armor------------------Tier 2 Dynamic Dragontouched armor
+15 armor bonus------------------------------------------------+12 armor bonus (50% chance on being attacked to be rolled as +18 armor bonus)
+25 healing amp------------------------------------------------+20 healing amp (50% chance on being healed to be healed for +30%)
+40 healing amp------------------------------------------------+30 healing amp (50% chance on being healed to be healed for +50%)
+10 Natural armor----------------------------------------------+8 natural armor (50% chance on being attacked to be rolled as +12 natural armor)
This was just a example of what I had come up with, some tweaking might be needed to get more closly inline with what bonuses are relevant per level.
As I had said each tier of refinement would require 2 pieces of equipment that were exactly the same, a refinement shard and up to 2 more shards.
So for a tier 2 piece of refined equipment you would require 4 pieces of identical equipment, a tier 3 would require 8 pieces and so on.
The type of refinement shard used for the tier 1 refining would be required for every tier after. So you wouldn't be able to make a piece of equipment with 1 tier of accumulative enhancements and a tier of dynamic enhancements.
The bonus shards are 100% effective for tier 1, and 50% effective for tier 2 and 25% effective for tier 3 and so on
The other 2 shards allowed per tier of refinement would be common cannith shards. But if you were to add a shard in that gave say 40 fire resist 1 tier then the next tier add 40 acid resist, you would end up with 20 fire resist and 20 acid, if you added fire resist to both tiers you would gain 60 fire resist.
Also shards of craftsmanship could be used as 1 of the common shards to lower the minimum level by 2 for tier 1, if another was used for tier 2 it would lower the min level by 3, if not used for tier 2 it would only lower level by 1.
Another shard that could be used are color augment slot shards. Colorless slot shards would require less ingrediants than say a red yellow or blue, and red yellow or blue would require less ingerdiants to make than green or purple. But for a tier 2 item to have a color augment slot available, identical augment slot shards per tier would need to be used.
This could be used for any item save that they are the same, if your using a Elite version of a item, its counterpart for the recipe would need to be the elite version also.
This could easily be applied to any equipment without the need for rewriting or adding tons of news items to fill the gaps, as the base item would remain the same, it just add a generic tab to the list of enhancements and mod tables if im thinkin right.
Anyhow this is just a idea I had to bring new life into the dead crafting system.
Equipment refinement, this could be separated into 2 types:
Accumulative refinement and Dynamic refinement.
Both types of refinement would yield roughly equal results. Let me give the basics with a example or 2.
So lets say you have a Dragontouched Robe with a Eldritch rune of leaser healing amp, a tempest rune of healing amp and a sovereign rune of natural armor, which stats look like this:
Armor +6
+10 healing amp
+20 healing amp
+4 natural armor
To perform a Accumulative or Dynamic refinement of this armor you would require 2 X the armor(with all runes applied) that are exactly the same, a refinement shard( either a accumulator or dynamic), and up to 2 more shards(these are bonus modifier shards).
Accumulator refinement yield a static result, in other words the enhancements are static without chance of additional benefits..
Dynamic refinement yield a static result that is lower than the accumulative result with a possibility for a much higher output when in use.
Both types of refinement would require a minimum level increase of 5 levels per tier of refinement
Accumulative refinement would show a increase of .5 per tier, or 1.5 for tier 1, 2.5 for tier 2 and so on.
Dynamic refinement would show a static increase of .0 per tier with a 50% possible proc while in use for 1 per tier. So tier 1 is 1-possibly , tier 2 is 2 possibly 3.
So the above armor as a am proposing would end up like this:Minimum level of 21
Tier 1 accumulative Dragontouched armor--------------------Tier 1 Dynamic Dragontouched armor
+9 armor bonus-------------------------------------------------+6 armor (50% chance on being attacked to be rolled as +12)
+15 healing amp------------------------------------------------+10 healing amp (50% chance on receiving healing to be healed for +20%)
+30 healing amp------------------------------------------------+20 healing amp (50% chance on receiving healing to be healed for +40%)
+6 Natural armor------------------------------------------------+4 natural armor( 50% chance on being attacked to be rolled a +8 natural armor)
Minimum level of 26
Tier 2 Accumulative Dragontouched armor------------------Tier 2 Dynamic Dragontouched armor
+15 armor bonus------------------------------------------------+12 armor bonus (50% chance on being attacked to be rolled as +18 armor bonus)
+25 healing amp------------------------------------------------+20 healing amp (50% chance on being healed to be healed for +30%)
+40 healing amp------------------------------------------------+30 healing amp (50% chance on being healed to be healed for +50%)
+10 Natural armor----------------------------------------------+8 natural armor (50% chance on being attacked to be rolled as +12 natural armor)
This was just a example of what I had come up with, some tweaking might be needed to get more closly inline with what bonuses are relevant per level.
As I had said each tier of refinement would require 2 pieces of equipment that were exactly the same, a refinement shard and up to 2 more shards.
So for a tier 2 piece of refined equipment you would require 4 pieces of identical equipment, a tier 3 would require 8 pieces and so on.
The type of refinement shard used for the tier 1 refining would be required for every tier after. So you wouldn't be able to make a piece of equipment with 1 tier of accumulative enhancements and a tier of dynamic enhancements.
The bonus shards are 100% effective for tier 1, and 50% effective for tier 2 and 25% effective for tier 3 and so on
The other 2 shards allowed per tier of refinement would be common cannith shards. But if you were to add a shard in that gave say 40 fire resist 1 tier then the next tier add 40 acid resist, you would end up with 20 fire resist and 20 acid, if you added fire resist to both tiers you would gain 60 fire resist.
Also shards of craftsmanship could be used as 1 of the common shards to lower the minimum level by 2 for tier 1, if another was used for tier 2 it would lower the min level by 3, if not used for tier 2 it would only lower level by 1.
Another shard that could be used are color augment slot shards. Colorless slot shards would require less ingrediants than say a red yellow or blue, and red yellow or blue would require less ingerdiants to make than green or purple. But for a tier 2 item to have a color augment slot available, identical augment slot shards per tier would need to be used.
This could be used for any item save that they are the same, if your using a Elite version of a item, its counterpart for the recipe would need to be the elite version also.
This could easily be applied to any equipment without the need for rewriting or adding tons of news items to fill the gaps, as the base item would remain the same, it just add a generic tab to the list of enhancements and mod tables if im thinkin right.
Anyhow this is just a idea I had to bring new life into the dead crafting system.