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  1. #1
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    Default Updated Cannith Crafting Guide

    Click here for a guide to our updated Cannith Crafting system coming to DDO in Update 32.
    Have fun, and don't forget to gather for buffs!
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  2. #2
    Community Member HuneyMunster's Avatar
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    Quote Originally Posted by Cordovan View Post
    Click here 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.
    Last edited by HuneyMunster; 09-01-2016 at 11:20 AM.

  3. #3
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    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.
    Last edited by dunklezhan; 09-01-2016 at 11:20 AM.
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  4. #4
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    Quote Originally Posted by Cordovan View Post
    Click here 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.

  5. #5
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    Quote Originally Posted by HuneyMunster View Post
    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.
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  6. #6
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    Default Rune arms can have three effects crafted on them

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



    Looks good!

  7. #7
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    Quote Originally Posted by Splunge View Post
    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.

    Quote Originally Posted by UurlockYgmeov View Post
    1. 'Rune arms can have three effects crafted on them' - Isn't the extra effect slot level gated? Like level 10 or something?
    2. 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.
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  8. #8
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by Cordovan View Post
    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" ?

  9. #9
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    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?
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  10. #10
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    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?
    Last edited by Silverleafeon; 09-01-2016 at 06:13 PM.

  11. #11
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    Quote Originally Posted by HuneyMunster View Post
    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.
    Quote Originally Posted by Cordovan View Post
    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?
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  12. #12
    Community Member Powerhungry's Avatar
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    Default ML and 'other' effects

    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).
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  13. #13
    Community Member Redgob's Avatar
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    Question Crafting boosters in DDO Store...

    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...

  14. #14
    Community Member PaulKorin1967's Avatar
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    Default what cannith crafting should be

    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?

  15. #15
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    Default Gimped for casters

    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.

  16. #16
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    Quote Originally Posted by Mel14 View Post
    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!

  17. #17
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    Quote Originally Posted by elvesunited View Post
    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.

  18. #18
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    Quote Originally Posted by Mel14 View Post
    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 )

  19. #19
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    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?

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  20. #20
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    Default Very Nice - Crafting seems far cleaner

    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.

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