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  1. #1
    2016, 2018 Player Council Member Ziindarax's Avatar
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    Default Curiosity regarding the Item deconstruction system in Update 9

    I've watched the Fernando interview with Lore Hound, and I am rather curious as to how this system works in detail:

    1a. Does it work where you can add as many properties as you desire at the expense of an ever increasing minimum level (for example, you add a series of enchantments to a level 8 item, which then results in it becoming a level 20 item)?

    1b. Or does it function similarly to Greensteel crafting wherein the item retains it's minimal level required regardless of how many times the item is upgraded?

    2. Is there a fixed limit on the number of enchantments an item can have at any given time regardless of level? And if so, would one need to subtract existing enchantments in order to add a new one?

    3. Could metallic properties (such as Metalline or Cold Iron) be taken from one weapon, and added to another?

    4. Could Enhancement bonuses (+1 through +5) be taken from one item and added to another, or is this enchantment "locked" to the item it is on?

    5. Could items that have been bound to account still benefit from this deconstruction?

    6. If there is a restriction on the number of enchantments a random-gen item could have, how will weapons with the Risia-festival enchantments be treated in this regard?
    Last edited by Ziindarax; 03-13-2011 at 11:30 AM.
    Ziind Stargazer - Level 12 fighter/6 Barbarian/2 rogue Half-Orc (Neutral Good) - Formerly a level 20 Paladin Human - Orien

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  2. #2
    Hero Musouka's Avatar
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    Sarkiki - Orexis - Pallikaria - Epithymia - Musouka - Empnefsi | Cannith Server

  3. #3
    2016, 2018 Player Council Member Ziindarax's Avatar
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    Quote Originally Posted by Musouka View Post
    The thread does not answer the specific questions I have (nor does it focus specifically on the subject at hand), and I am hoping a dev will take notice of this thread to provide an answer or two.
    Ziind Stargazer - Level 12 fighter/6 Barbarian/2 rogue Half-Orc (Neutral Good) - Formerly a level 20 Paladin Human - Orien

    Fernian Summer Carnival

  4. #4
    Community Member MsEricka's Avatar
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    You're not going to get any answers until it goes live. Turbine doesn't give information out ahead of time, and of course enjoys teasers to keep our interest piqued.

    Even if you go to Lamannia and check it out when it's available, it could be different when it goes live.

  5. #5
    Community Member spyyder976's Avatar
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    Don't forget you can't just craft anything willy nilly, because of course you have to have the right crafting skill level in the right crafting branch, but also because you have to have the correct recipes for what you're going to be making; I would guess that unlocking some of the best recipes is going to be tres difficile.

  6. #6
    2016, 2018 Player Council Member Ziindarax's Avatar
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    Quote Originally Posted by spyyder976 View Post
    Don't forget you can't just craft anything willy nilly, because of course you have to have the right crafting skill level in the right crafting branch, but also because you have to have the correct recipes for what you're going to be making; I would guess that unlocking some of the best recipes is going to be tres difficile.
    Hence, one of my questions. To get my crafting skill higher, I would need to make stuff. The stuff I can make at first will be vendor trash... would rather give such weapons to newbies rather than vendoring/destroying them.
    Ziind Stargazer - Level 12 fighter/6 Barbarian/2 rogue Half-Orc (Neutral Good) - Formerly a level 20 Paladin Human - Orien

    Fernian Summer Carnival

  7. #7
    2015 DDO Players Council Seikojin's Avatar
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    Quote Originally Posted by Ziindarax View Post
    I've watched the Fernando interview with Lore Hound, and I am rather curious as to how this system works in detail:

    1a. Does it work where you can add as many properties as you desire at the expense of an ever increasing minimum level (for example, you add a series of enchantments to a level 8 item, which then results in it becoming a level 20 item)?
    I am going to answer these with my power of guesstimate. From what I have seen mechanically and programatically in the game...

    I think it will have that to it. Since each prefix and each suffix has an item level modifier, it will increase the min lvl of the item. I am sure there will be limitations besides that as well (like one prefix and one suffix per item, etc).

    Quote Originally Posted by Ziindarax View Post
    1b. Or does it function similarly to Greensteel crafting wherein the item retains it's minimal level required regardless of how many times the item is upgraded?
    I think following the greensteel way COULD happen. By that, I mean, combinations of abilities could unlock new abilities.

    I think for GS, they may have special rules for item level adjustments.

    Quote Originally Posted by Ziindarax View Post
    2. Is there a fixed limit on the number of enchantments an item can have at any given time regardless of level? And if so, would one need to subtract existing enchantments in order to add a new one?
    I think there may be (see point to #1a above), and I think if you wanted to get rid of one, you would decon the whole item. Less bugs that way.

    Quote Originally Posted by Ziindarax View Post
    3. Could metallic properties (such as Metalline or Cold Iron) be taken from one weapon, and added to another?
    I am sure it will be. Either as base product, or as some component you can add in. I think it would not cout to the prefix or suffix limit. Then again, it may.

    Quote Originally Posted by Ziindarax View Post
    4. Could Enhancement bonuses (+1 through +5) be taken from one item and added to another, or is this enchantment "locked" to the item it is on?
    Yes. I think that is fact actually and was stated already in the interview and related discussion from devs on it.

    Quote Originally Posted by Ziindarax View Post
    5. Could items that have been bound to account still benefit from this deconstruction?
    Named items cannot be deconned. Also stuff players bind to themselves most likely have to be unbound before deconning them. At least, that is what it looks like from the interview and programatically speaking, I think it would help reduce bugs.

    Quote Originally Posted by Ziindarax View Post
    6. If there is a restriction on the number of enchantments a random-gen item could have, how will weapons with the Risia-festival enchantments be treated in this regard?
    I think all items will have a max item level limit, yes. That and I think enchantment types will be a restrictor (no slicing warhammers, right?) as well. Outside of that, I think you can probably do something like this:
    A+B+C+I+Z, where A = + Ehancement, B = Prefix, C= non-prefix item property, I= item type, Z= Suffix.
    They could add whatever they want to either end honestly. But I think it will and should have restrictions so you dont do something buggy like make an exploit item.

    Either way, I am pumped. I ♥ crafting.

  8. #8
    Community Member Neouni's Avatar
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    Very simple, think of the crafting system as a big euphonia's hat box.
    I'm guessing it will pretty much be the same in terms of changing the minimum level and adding effects.

  9. #9
    Founder Perceval's Avatar
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    Quote Originally Posted by Neouni View Post
    Very simple, think of the crafting system as a big euphonia's hat box.
    I'm guessing it will pretty much be the same in terms of changing the minimum level and adding effects.
    I am thinking it will be more like the Shroud was at first. Experimentation to discover recipes and lots of failure wasting valuable crafting ingredients.

    Looks like the Stuff is all BTA which is a huge let down for me, because I really was going to try to put together a compendium of recipes using the help of my guildmates who don't want to craft.


    Quote Originally Posted by Phesic View Post
    I think a good term is "Nuber": A Newb who thinks he's uber.

  10. #10
    The Hatchery
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    Quote Originally Posted by Perceval View Post
    Looks like the Stuff is all BTA
    The quest-specific Stuff is BTA, and essences from the DDO Store are BTA, but essences from chests were not bound.

    Of course, some/all of that could be different when this build come online.
    Author of Info Blue UI Skin (Really wish Turbine would update the skinning interface and enable all the new UI parts.)
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