PDA

View Full Version : Updated Cannith Crafting Guide



Cordovan
09-01-2016, 11:09 AM
Click here (https://www.ddo.com/en/updated-cannith-crafting-guide) for a guide to our updated Cannith Crafting system coming to DDO in Update 32.

HuneyMunster
09-01-2016, 11:17 AM
Click here (https://www.ddo.com/en/updated-cannith-crafting-guide) for a guide to our updated Cannith Crafting system coming to DDO in Update 32.

Will effects that add enhancements bonuses such as enchant weapon and harper enchantment boost the spell casting implement bonus on newly crafted weapons?

Reason I asked is because I found a loot gen mace with impulse and kinetic lore on it, but increasing the enhancement bonus with harper enchantment and enchant weapon did not increase the spellcasting implement bonus.

Those all work fine on my older loot gen weapons.

dunklezhan
09-01-2016, 11:18 AM
Thanks for this. Worth throwing a link out to the player-created crafting planner?

Can you please ask someone to confirm if either there will be a new source of Small/Medium/Large Eberron Dragonshards in Heroic levels, some other turn in type introduced, or whether the current low drop rate for small/medium/large Eberron dragonshards will be increased at all?

In heroic levels the access to turn in options for Purified Eberron Dragonshards feels almost punitively low (to me, anyway. I realise I'm a fairly lone voice on this but I haven't had a direct answer), and they still aren't mentioned at all in the revised collectibles list.

Splunge
09-01-2016, 11:33 AM
Click here (https://www.ddo.com/en/updated-cannith-crafting-guide) for a guide to our updated Cannith Crafting system coming to DDO in Update 32.

From the guide:
The tier and the collectible device are the only determination on the collectables received.

Does "collectible device" include treasure bags that are dropped by mobs?

Also, the lamania discussions indicated that the location (Eberron vs. Forgotten Realms) could also have an impact on what drops. For example, soarwood won't drop in the Forgotten Realms.

Cordovan
09-01-2016, 11:41 AM
Will effects that add enhancements bonuses such as enchant weapon and harper enchantment boost the spell casting implement bonus on newly crafted weapons?

Reason I asked is because I found a loot gen mace with impulse and kinetic lore on it, but increasing the enhancement bonus with harper enchantment and enchant weapon did not increase the spellcasting implement bonus.

Those all work fine on my older loot gen weapons.

Enhancement and other bonuses should interact with cannith crafted loot in a similar way they interact with randomly-generated loot. If there's an issue that needs to be corrected in random gen loot, it will also likely need to be corrected in Cannith Crafting.

UurlockYgmeov
09-01-2016, 12:19 PM
'Rune arms can have three effects crafted on them' - Isn't the extra effect slot level gated? Like level 10 or something?
Maybe a blurb saying bound shard make bta, and unbound make unbound items?



Looks good!

Cordovan
09-01-2016, 12:52 PM
From the guide:
The tier and the collectible device are the only determination on the collectables received.

Does "collectible device" include treasure bags that are dropped by mobs?

Also, the lamania discussions indicated that the location (Eberron vs. Forgotten Realms) could also have an impact on what drops. For example, soarwood won't drop in the Forgotten Realms.

Yes, Eberron-specific collectibles will only appear in Eberron, regardless of other considerations.

Typically, monster Treasure Bags are set per-monster, although there is some built-in templating. So, they'll drop what they are told do, at a rate they are told to. They don't utilize the same level banding as the new collectible system will in Update 32.




'Rune arms can have three effects crafted on them' - Isn't the extra effect slot level gated? Like level 10 or something?
Maybe a blurb saying bound shard make bta, and unbound make unbound items?



Looks good!

1. Rune Arms have the same restrictions on their extra effect slot as other Cannith Crafted items, which are the same as random loot: Extra Slots do not appear on items below level 10.
2. Perhaps.

UurlockYgmeov
09-01-2016, 01:05 PM
1. Rune Arms have the same restrictions on their extra effect slot as other Cannith Crafted items, which are the same as random loot: Extra Slots do not appear on items below level 10.
2. Perhaps.

*chuckle*
1 - The current wording just makes it sound like if you have a craftable Rune Arm, no matter what, it can have three effects. Maybe add "up to" ?

Gabrael
09-01-2016, 06:02 PM
how does the minimum level and rune arms work?

can you have the crafting level of a rune arm any level you want? or it remains the items lvl?

or

Can you put the minimum lvl shard on a rune arm?

if yes

if the rune arm is lvl 5, can I put a minimum lvl 30 shard and work with that?
if the rune arm is lvl 16 and I put a a minimum lvl 5 shard, doe sit lower the items level?

same question for cannith challenge gear.

and lastly, how can I know what item will remain, and what will not? if I find the natural option on the item better, I can stick with those right?

Silverleafeon
09-01-2016, 06:08 PM
Nice guide thanks for working it up, I linked it in my thread :)


I just deconstructed a ton of old shards for essences.
Don't forget to upgrade the little number box to the amount you want changed, it sure helped on stacks of 8,9,10, 12 etc...

I am sure exchanging 2500 essences will be the same way, although I cringe at the thought of having that happen one by one with animation going one, coffee break time to say the least?

Pretty sure NoWorries said they were trying to remove the animation delay.

PLEASE say that happened, cause its so slow crafting atm.

Btw, go to your airship instead of the crafting hall.

There is a current bug in the old system that after awhile you have to reopen the window to continue crafting, but its less worse on the airship.

Please say that bug is fixed too?

LrdSlvrhnd
09-01-2016, 10:20 PM
Will effects that add enhancements bonuses such as enchant weapon and harper enchantment boost the spell casting implement bonus on newly crafted weapons?

Reason I asked is because I found a loot gen mace with impulse and kinetic lore on it, but increasing the enhancement bonus with harper enchantment and enchant weapon did not increase the spellcasting implement bonus.

Those all work fine on my older loot gen weapons.


Enhancement and other bonuses should interact with cannith crafted loot in a similar way they interact with randomly-generated loot. If there's an issue that needs to be corrected in random gen loot, it will also likely need to be corrected in Cannith Crafting.

The problem with new-loot items is the implement bonus is based on the ML, not the enhancement bonus. So effects that increase the latter do nothing at all to the implement bonus. Being based on the ML is *generally* a boon to the player... until you start getting an extra +5 enhancement bonus from various effects, and then you're kinda screwed.

...And just to be sure, CC spellcasting items *get* an implement bonus to begin with, yes?

Powerhungry
09-01-2016, 11:43 PM
I played around with CC on Lamm a bit. Applying a ML shard to an item set its ML. There are some effects, that according to their tool tips, increase ML (like current CC). Does applying these effects raise the ML (defeating the purpose of a ML shard) or are those 'left over' tool tips? I couldn't craft any to find out since every one of them required the new ingredients (which I don't have). If the do increase the ML of the item, will it increase the power of the other enchantments to the new, increased ML? (Lamm is down so I can't give the names of the enchantments in question but I think sacred and eternal faith were two of them).

Redgob
09-05-2016, 02:08 PM
I haven't been on test server recently but if crafting boosters stay BTC like on live servers then maybe it's time to update the store description to mention that? Just to avoid extra tickets after the update...

PaulKorin1967
09-07-2016, 10:32 AM
The new Cannith Crafting should be this:

There are two windows, one is the shards you can craft and the other displays what is being crafted. You first place the deconstructed item into the slot on the item creation window, On the shards window there are a number of tabs which displays either minimum level, prefix, suffix, and any other types available. You first craft the minimum level shard and place it in the slot set aside for it. There are slots on the item creation window for minimum level, prefix, suffix, and all the other slots that are available. You than click on the associated tab and the shard window then displays which shards for that slot that can be created. You than either double-click or drag that on the specific slot associated with it, you do this for each of the slots you wish to craft on that item.

The cost of collectables required depends on the minimum lvl of the item that you crafted. I think that for every 5 levels of the item, the cost of collectables should be increased from a base number, ie. lvls 1-5,6-10,11-15 etc. the base number should be 1 for rare collectables and 2 or 3 for the common ones. The cost of collectables should not be the same for a lvl 1 item and a lvl 30 item.

The window for the item being created should have a clickable box of what the new item would be when crafted. you click on the picture of the item and it would display what the item would look like. Beside the slots (prefix/suffix/etc) would be the cost of the collectables. Once you are satisfied what the outcome would be, you then click on create item. I think their should be a platinum cost for creating the item for other materials needed, just my thinking anyway.

I think this would be a better Cannith crafting system than the one you are working on now, as the cost of collectables are the same for any level. and you wouldn't need so many different machines only one for deconstructing and one for creating the item.

What do you think?

Mel14
09-07-2016, 05:18 PM
The new crafting system has the same problem Legendary Greensteel does. Almost every random drop in the game is a spell casting implement, but LGS and these new crafting items are not. Just look at the example used in the crafting guide. The scimitar starts with a +30 implement bonus to universal spell power and as soon as you disjunct it, it's gone and the finished item doesn't get it back. LGS has the same lame handicap. I made an intel stick for my wiz, but if I equip it with and orb, or anything other than a piece of random loot in my off hand, I loose a fat chunk of universal spell power. So much for being a legendary item. Sure +24 intel from a fully upgraded LGS affects Spellcraft and by extension spell power, but +12 compared to +26 on a random lvl 26 weapon is a monstrous penalty. Is this WAI? I hope not, please fix it on LGS and the new crafting system! Just make spellcasting implement a universal attribute automatically equal to minimum level like it is in the new lootgen.

elvesunited
09-08-2016, 09:33 PM
The new crafting system has the same problem Legendary Greensteel does. Almost every random drop in the game is a spell casting implement, but LGS and these new crafting items are not. Just look at the example used in the crafting guide. The scimitar starts with a +30 implement bonus to universal spell power and as soon as you disjunct it, it's gone and the finished item doesn't get it back. LGS has the same lame handicap. I made an intel stick for my wiz, but if I equip it with and orb, or anything other than a piece of random loot in my off hand, I loose a fat chunk of universal spell power. So much for being a legendary item. Sure +24 intel from a fully upgraded LGS affects Spellcraft and by extension spell power, but +12 compared to +26 on a random lvl 26 weapon is a monstrous penalty. Is this WAI? I hope not, please fix it on LGS and the new crafting system! Just make spellcasting implement a universal attribute automatically equal to minimum level like it is in the new lootgen.

Unless they nerfed it already, I believe that augment slots have no effect on the crafting effects and minimum level on a crafted item. As such you'd have to have rocks in your head to craft on any item that doesn't have an augment slot. Your crafted weapon should have a red augment slot on it. Correct me if I'm wrong but slap a spellpower augment on it ( easily obtainable from gianthold ) and your spell crafting implement bonus reappears!

Mel14
09-09-2016, 08:38 PM
Unless they nerfed it already, I believe that augment slots have no effect on the crafting effects and minimum level on a crafted item. As such you'd have to have rocks in your head to craft on any item that doesn't have an augment slot. Your crafted weapon should have a red augment slot on it. Correct me if I'm wrong but slap a spellpower augment on it ( easily obtainable from gianthold ) and your spell crafting implement bonus reappears!

I haven't tried it. I gave up on crafting a while ago, but am hoping the new system turns out to be worthwhile. Still, LGS still has the problem I mentioned since they don't have conventional augment slots and it seems a waste of a slot to pop in a GH spellpower augment. They're pretty weak for endgame content and if I care enough about that particular spellpower attribute, I've normally got an item that far exceeds what the augments offer. Still, getting the universal boost back might be worth it. Thanks for the tip, I'll have to try it.

elvesunited
09-10-2016, 11:56 AM
I haven't tried it. I gave up on crafting a while ago, but am hoping the new system turns out to be worthwhile. Still, LGS still has the problem I mentioned since they don't have conventional augment slots and it seems a waste of a slot to pop in a GH spellpower augment. They're pretty weak for endgame content and if I care enough about that particular spellpower attribute, I've normally got an item that far exceeds what the augments offer. Still, getting the universal boost back might be worth it. Thanks for the tip, I'll have to try it.

I suppose it depends on what type of wiz you are because the 3rd tier can get an exceptional augment(+37) that as far as I know is the only source of exceptional spellpower in the game. Unfortunately you are limited to electric, acid, cold, fire, positive, negative. But if you use one of those then +37 spellpower isn't a bad trade for -1 Int. ( +1 exception int isn't hard to get )

FalexiaSutter
09-13-2016, 09:08 AM
Thanks for the new guide. I am very glad you are getting rid of the wide variety of essences. That was an unnecessary pain. It's too bad you are just replacing that with a greater need for collectibles -_- Time to farm planar shard for a large collectible bag I guess.

Does anyone have an updated crafting list? I am wondering how much grind it will be to start making progress in this.

For a player that is high level that has lower crafting experience will they have to farm level 1 to 5 quests in order to get the collectibles needed for the low level crafting?

koluka
09-14-2016, 05:26 PM
Just wanted to give some feedback on how great my first experience of the new crafting system was.

I didn't experience any lag converting my old essences to the new: a very pleasant surprise. I was expecting it to be a time consuming nightmare.

Everything seemed really intuitive, no confusion over suffixes and prefixes. The user interface just seems really clean and bright and easy to use.

Tooltips popped up quickly and the information presented was clear and concise. The only thing I noted was that when applying shards, the value of the applied stat shown in the tooltip didn't appear to be based on the ml of the shard it was being applied to - but there were plenty of other available references to check for those values so that was fine.

Not sure whether this was the same for those using public crafting instances, but from the guild boat, it was really nice.

I think some cheers are due for a major improvement in user friendliness as far as crafting goes. Simply nice and clean. Well done.

scout1822
09-15-2016, 01:10 PM
Like the new crafting. Suggest allowing us to break down old shards by putting the old machine right in the middle where the other object is now. I have a lot of old shards and need to break them down. Was not following the threads close enough to realize I needed to break them down before the update. Should not be hard to simply drop the old machine in place of the non useful device currently in the middle ends of the crafting hall. Thanks.

koluka
09-15-2016, 06:18 PM
Yes, Eberron-specific collectibles will only appear in Eberron, regardless of other considerations.

.


I was hoping someone else would ask. But I guess I will just have to show my ignorance.

How do I know which collectables are eberron-specific? Soarwood is one....

Zillee
09-15-2016, 07:01 PM
Disappointed that flexible shards are no longer possible. I was happy to jump through the hoops and time sink of the old crafting system in return for having the reward of creating flexible shards. Now, I'm not seeing anything in the 'improved' system that makes the game time previous spent in raising my crafting levels worth it.

Don't understand why collectibles are being used to the extent they are now in crafting shards. Actually kinda annoyed that I'll have to start farming for collectibles, or trading or whatever.

Only plus seems to be more room in ingredients bags. I must not be seeing the big picture.

dasong
10-09-2016, 11:46 PM
test

Nico42
10-28-2016, 09:15 PM
I have a lot of old shards and need to break them down.


I have a couple of old Shards that I wouldn't mind cashing in as well.

I also enjoyed using Cubicle Ninja's planner "http://cannith.cubicleninja.com/" Hoping something like that comes out again ... for now though I guess we have to use the Wiki

I'm a bit peeved at the moment re new crafting. Spent time and effort getting a toon up to Cannith Craft, and then enjoyed the fact that as I TR'd my other toons my crafting toon I could churn out kit to use up to about L15 this worked quite well. The new crafting though is annoying as crafting seems to be a lot more expensive (albeit simpler)

Example: +2 Con Belt ML2
old 03 Greater Body Essence
12 Lesser Body Essence
04 Khyber
03 Sweet Whitecap
With a Masterful Craftmanship shard ... ML1
New 100 +20 Cannith Essences for
05 Glass Phials
15 Runic Parchments

The ML effects were better, Essence & Ingredients cost was a lot less. My final verdict will be dependent on drop rates of ingredients but given that to date I have a lot more old than new crafting ingredients in my bag the drop rates in the past were definitely not favorable. My observation is that essences are dropping about the same rate ... but essence wise it's a lot more expensive to graft now. So Turbine "I'm NOT happy" and somewhat peeved at the moment

What would have been better as well, IMHO, is if when we crafted say a Constitution Shard that we could install it with a ML2 shard in a belt to get the +2 Con and then say at L4 we could install a ML4 shard to replace the ML2 and get the expanded benefit, without having to recraft the whole item each time.

Krelar
10-28-2016, 11:19 PM
I have a couple of old Shards that I wouldn't mind cashing in as well.

I also enjoyed using Cubicle Ninja's planner "http://cannith.cubicleninja.com/" Hoping something like that comes out again ... for now though I guess we have to use the Wiki


We've had a great planner (http://ccplanner.byethost14.com/) for the new cannith crafting awhile now.

Nico42
10-29-2016, 12:00 AM
We've had a great planner (http://ccplanner.byethost14.com/) for the new cannith crafting awhile now.

Thanks for that ... looks schlick !!! The Farming guide is good to have too ... I've a sneaking suspicions I'll be doing a lot of farming (note to Turbine : Grrrrrrrrrrrrr !)

Am I reading things correct can you get 2 ability shards on a single Item?

skorpeon
10-29-2016, 12:47 AM
Thanks for that ... looks schlick !!! The Farming guide is good to have too ... I've a sneaking suspicions I'll be doing a lot of farming (note to Turbine : Grrrrrrrrrrrrr !)

Am I reading things correct can you get 2 ability shards on a single Item?

Yes you can! and you can even add insightful to that if you can get access to vendor in Cannith (mark of Cannith).

watch out for your collectables as these become very valuable. Last might I crafted lvl 26 Con (+12) with false life (+44), I will add insightful con at a later date. (I need to run the vault of the artificer quests to get favor and unlock the vendor). I bought the pack last week with this in mind. I could have done Charisma also but I prefer to have my items consolidated as they can be used by other alts.

I believe you can also get enough favor from running the challenges (using the free daily tokens), I just went the easy option, or will use a combination.

Ulfo
10-29-2016, 04:17 AM
We've had a great planner (http://ccplanner.byethost14.com/) for the new cannith crafting awhile now.

And another great (https://www.ddo.com/forums/showthread.php/479888-Cannith-Crafting-Builder-Lite), if not best! 8)

Ulfo
10-29-2016, 04:18 AM
Am I reading things correct can you get 2 ability shards on a single Item?

Up to 3 if count insightful. 8)

Avenir
10-29-2016, 06:14 AM
Afraid to craft any weapons since I had a lvl 20 longbow with insightful deadly, keen, solar, and a red slot revert to a plain longbow with NOTHING.

nayozz
10-29-2016, 07:01 PM
cost of collectibles is too high :/

Nico42
10-31-2016, 01:32 AM
cost of collectibles is too high :/

Yep that's my read of it as well.

They did a lot of nice things in there :

Simplified the process
Made it easier to craft higher ML items

... and then they gimp'd the whole thing by making the materials too expensive to use.

I Used to be able to CC a TR'd toon to L16 and with the collectibles acquired in one life I'd have enough to do a new set in the next life. But now ... no way ... NOT HAPPY TURBINE.

:mad::(

IMHO they either need to drop the ingredient requirement right back or (and that would be my preference) ... or make it so that you can upgrade / downgrade the ML on an item without having to rebuild Prefix/Suffix shards. My preference would be the latter and if they wanted to I'd be happy to pay more essence (in a sliding scale) for the ML shards. Right now if I wanted to craft Con belts for my toon to L14, just the even numbered MLs of ML2, ML5,ML10, it would take 45 Runic Parchments and 15 Glass Phials (& 470 Cannith Essences) . Under the old system 3 Sweet Whitecap + 1 Powdered Blood + 2 Ruddy Fungus (& about 90 Greater Body). Which was a lot easier to farm

Another alternative would be the ability to extract all the shards off the item in a deconstruction, so that we could reuse the Suffix & Prefix shards

Crawlstein2
11-17-2016, 05:50 PM
As far as I can see, even though the option to add Natural Armor or Protection shards occurs on the Creation machine, the Shard crafting machine doesn't have them. This is on the bound side. Is anyone else seeing them?

xmojo1
06-22-2017, 08:26 PM
As far as I can see, even though the option to add Natural Armor or Protection shards occurs on the Creation machine, the Shard crafting machine doesn't have them. This is on the bound side. Is anyone else seeing them?

Only just come across this post as I've been wanting to craft gear with Natural Armor/Protection enchantments and couldn't figure out why these particular shards weren't appearing on the list for the shard devices. It's because in the device's Search box I had the Level range set below the levels for these two shards, so they wouldn't have shown up in the search list. As it is, the Natural Armor shard requires a Crafting level of 175 and for the Protection shard it's 225.

Drakiz
07-15-2017, 12:36 AM
cost of collectibles is too high :/

Agreed,

I wonder, when they fix the quests, that gives you those special components to old Cannith, that used to work only in Crafting.

They are completly ditched in new cannith crafting, but you can still pick them as rewards.


Regards
Drakiz