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  1. #901
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    Quote Originally Posted by EllisDee37 View Post
    Just subtract one from the potential of all five enhancement bonus shards -- from +1 to +5 to +0 to +4 -- and you've solved 99% of the weapon and armor ML iisues without impacting anything else. If this can't be worked out for some reason, create five new shards from scratch to replace them with. (eg: "+1 Enhancement" instead of "+1 Enhancement Bonus.")
    Or, they could have the Craftable property "add" a -1 to the ML. But all these options are so obvious that I'm sure they must have thought of them already.
    Got complaints about the in-game hirelings?
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  2. #902
    Hero QuantumFX's Avatar
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    Quote Originally Posted by MadFloyd View Post
    Regarding the ML. I've been avoiding answering that one because it's complicated. Let's start off with this: the goal was to have the min level on crafting items be 1 less than random treasure. That said, it turned out to be tricky do to. We have someone trying to solve the situation but the way the random treasure system assigns min levels is wonky. To be honest, I'm now getting worried we won't solve this, but that's not an official conclusion (just me being echoing my thoughts).
    Personally, I would settle for it being the appropriate ML if it’s that much trouble.
    Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
    • Epic and Legendary Mysterious ring upgrades, please.
    • Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
    • Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
    • Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
    • Redoing the drop rates of tomes in generic and raid loot tables.

  3. #903
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    Feb 2010
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    Aside of all the other responses of "ridiculous ingredient changes" posts ... (not that uber rare raid drops should EVER be included) ... I've got some actual suggestions.

    Add ability to craft racial shards that act the same way as racially-restricted items in game do ... lower ML of item by 2, at a cost of eating up 5 of the item's max potential. So, even if you have a +15 potential item, you can only add +10 of effects and then +5 to reduce ML by 2 for racial ... the lvl 19 item (since only +10 potential) becomes lvl 17 for that race. It'd help the lower lvls more ... examples would be rogues not needing UMD to use cross-race gear for higher stats (but the items manufacturing costs would still require that extra +5 potential to add racial to it .... requiring higher skill lvls and all the resultant grinding and lvling to make the shards of potential. Win Win), or FF items useable at lvl 1 (BtA already available, so not much loss), WB items useable at lvl 3 ... but at the increased + potential to make for chars. Plus whatever rare ingredients to make a racial restriction shard.

    I can go on, but I think that's a pretty solid argument vs. cost balance. Look at skill/material cost of a +14 or +15 potential shard, and how much it will limit the total weapon potential by class-restricting it at the minimum potential loss of 1/3 (at +15) .. which only increases in cost to make lower lvl items. A +1 effect racial item would require +6 maximum potential, etc in progression.

    Along the same lines, I'd like to also suggest adding recipes to create a shard to add a specific metal property to any metal based item along similar lines. So, you couldn't add a metal type to robes/outfits/leather-based armors/handwraps, etc, but for a +7 potential cost and no increase to ML you could add a single metal type to a weapon/armor. This would only leave you +8 potential for prefix/suffix addition at current +15 max potential. Also reasonable, making max ML of crafted weapon/armor 15 by adding a metal type to a base blank, or another metal type blank ... while still retaining the value of metalline, etc.

    Now, I can understand 'self-sacrafice' in the form of requiring hard to acquire +skill tomes or astral diamonds ... both also available in the DDO store and chests (although obscenely rare for diamonds, but 'currently' also an occasional lottery item ... at least +1/+2 tomes and diamonds are readily avail in store). However, requiring BTC items/loot definately is a total 180 from the 'one crafter per account' philosophy. The BTC items ingredients need to be changed to BTA at LEAST or replaced! (should increase Shared Bank sales in the least, if changed to BTA).

    Marjoram
    Orien, Knights Of The Dinner Table

  4. #904
    Community Member masterzzan's Avatar
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    Jun 2010
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    idk if this has been posted before.
    but regarding the item disapear from the ing bag. i find that clicking on the X neer the search option in the bag make all ing apear again in the bag.
    ^^^^^^^^
    This Side UP


  5. #905
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    Aug 2010
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    A quetsion to crafting:

    First of all - I dont mind when we are suppose to use rare ingrediences like demons blood and LDS etc.

    But what I would like to know: If u try to make GEOB shard with lets say 75% chance of succes and you fail in your attempt – will be your rare ingrediences consumepd or not? Or is there some % chance they will be destroyed?

    I didnt try it to craft with such ings, so I would like to know if you can give me some info about it. If the answer is yes I can loose rare ings in attempts, it is rly lame.

    Thx for answer.

  6. #906

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    All ingredients have always been at risk to be lost. Going further, I have never failed a recipe and not lost at least one of every ingredient. (Which was brutal when I failed four feather falls in a row, basically losing all my collectables for that recipe.)

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