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  1. #1

    Default Collectable Valuation Project

    I'd like to put together a value chart for collectables for the purposes of trading. There are two aspects to this: Supply and Demand.

    Supply
    A measure of how long it takes to farm up any given collectable, using a measure of "seconds per pull." For example, you might be able to farm up 1 Fragrant Drowshood in 2:05, but a Glass Phial takes 4:05, thus making Glass Phials more valuable if they both have the same demand. The supply values will be objective, based on farming runs with an optimal collectable farmer.

    Demand
    A measure of what shards each collectable is used for and how desirable those shards are. This is more subjective, so I'd like some feedback on my classifications. It'll take me a week or three to gather the supply side numbers; I figure we can use that time to fine tune the demand side numbers.

  2. #2

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    Here's the final value table, both by value and by collectable.


    Essences Collectable Essences Collectable
    1575 Silver Flame Hymnal 425 Academic Treatise
    1550 Ornate Charm 125 Amber Vial
    1475 Scholarly Notes 10 Amulet of the Lost Empire
    1475 Silver Bowl 20 Amulet of the Six
    1125 Cryptmoss Worm 200 Ancient Text
    1050 House-Sealed Letter 775 Archaic Logbook
    875 Ivory Scorpion Icon 5 Blade of the Dark Six
    875 Sparkling Dust 125 Blessed Candle
    850 Charred Soarwood 400 Blister Beetle
    850 Wavecrasher Cargo Manifest 225 Bloodfeast Fungus
    775 Archaic Logbook 200 Brass Censer
    750 Glass Phial 150 Bruised Spore Pod
    750 Polished Ore 200 Caravan Logbook
    725 Cryptmoss 100 Ceramic Bowl
    650 Fragrant Drowshood 850 Charred Soarwood
    575 Vial of Pure Water 125 Chipped Bone Talisman
    550 Fractured Femur 50 Crypt Moth
    525 Moonstone 200 Cryptic Message
    500 Khyber Prayer Pamphlet 725 Cryptmoss
    500 Stone Fetish 1125 Cryptmoss Worm
    500 Warehouse Ledger 250 Cryptmoss Worm Larva
    425 Academic Treatise 125 Deadly Feverblanch
    425 Pouch of Bone Fragments 25 Duskbrood Trumpeter
    400 Blister Beetle 150 Flint Knife
    350 Romantic Sonnet 550 Fractured Femur
    325 Headsman Beetle 650 Fragrant Drowshood
    325 Lodestone 5 Funerary Token
    325 Singed Soarwood 750 Glass Phial
    300 Research Diary 200 Glittering Dust
    300 Skull Fragment 150 Glowmoss Spore
    275 Intact Spore Pod 150 Hairy Trumpet Mushroom
    250 Cryptmoss Worm Larva 325 Headsman Beetle
    225 Bloodfeast Fungus 1050 House-Sealed Letter
    225 Runic Parchment 275 Intact Spore Pod
    200 Ancient Text 875 Ivory Scorpion Icon
    200 Brass Censer 500 Khyber Prayer Pamphlet
    200 Caravan Logbook 325 Lodestone
    200 Cryptic Message 15 Mark of the Keeper
    200 Glittering Dust 525 Moonstone
    200 Mortar and Pestle 200 Mortar and Pestle
    175 Powdered Blood 75 Mystical Formula
    150 Bruised Spore Pod 1550 Ornate Charm
    150 Flint Knife 150 Page Torn from a Research Notebook
    150 Glowmoss Spore 75 Phoenix Tavern Purchase Order
    150 Hairy Trumpet Mushroom 65 Planar Spoor
    150 Page Torn from a Research Notebook 750 Polished Ore
    125 Amber Vial 425 Pouch of Bone Fragments
    125 Blessed Candle 175 Powdered Blood
    125 Chipped Bone Talisman 300 Research Diary
    125 Deadly Feverblanch 0 Ritual Candle
    125 Smoldering Ember 350 Romantic Sonnet
    125 Sour Darkcap 75 Ruddy Fungus
    100 Ceramic Bowl 225 Runic Parchment
    75 Mystical Formula 1475 Scholarly Notes
    75 Phoenix Tavern Purchase Order 15 Signet of the Devourer
    75 Ruddy Fungus 1475 Silver Bowl
    75 Slime Mold 1575 Silver Flame Hymnal
    75 Sweet Whitecap 325 Singed Soarwood
    75 Withered Cryptmoss 300 Skull Fragment
    75 Zygomycota Fungus 75 Slime Mold
    65 Planar Spoor 20 Small Planar Crystal
    50 Crypt Moth 20 Small Wooden Idol
    25 Duskbrood Trumpeter 125 Smoldering Ember
    20 Amulet of the Six 125 Sour Darkcap
    20 Small Planar Crystal 875 Sparkling Dust
    20 Small Wooden Idol 500 Stone Fetish
    15 Mark of the Keeper 5 String of Prayer Beads
    15 Signet of the Devourer 0 Swaying Mushroom Cluster
    10 Amulet of the Lost Empire 0 Swaying Mushroom Spore Pod
    5 Blade of the Dark Six 75 Sweet Whitecap
    5 Funerary Token 0 Vial of Heavy Water
    5 String of Prayer Beads 575 Vial of Pure Water
    0 Ritual Candle 500 Warehouse Ledger
    0 Swaying Mushroom Cluster 850 Wavecrasher Cargo Manifest
    0 Swaying Mushroom Spore Pod 75 Withered Cryptmoss
    0 Vial of Heavy Water 75 Zygomycota Fungus


    The 0 value collectables aren't used in bound crafting.

  3. #3

    Default Supply

    Supply numbers are gathered using my Epic Challenge Runner, which happens to be ideally suited for collectable farming: Very fast run speed, many sprint boosts, invisibility, DDoor, and can use wings from exalted angel while farming collectables. For these time trials, I don't use sprint boost unless there's an available shrine to recharge them, and even then I limit it to one sprint boost per run. With 11-12 sprint boosts, that means I would have to shrine every 11-12 runs. Wings I use as much as is repeatable based on recharge rate, and figure echoes of power can pay for unlimited wings.

    It's not assumed that other people would be able to replicate these speeds; the average build will almost certainly be slower. The key is to find the relative farming speeds based on a single build, and having an optimized farmer seems like the best way to go.


    Some of the less obvious columns in the supply table are:

    Realms denotes if the quest is in the Forgotten Realms, which removes Eberron-only collectables from the pool of possible drops.

    Time is how long it takes for a full run, beginning and ending at the same place. This can also be a link to a youtube video showing a run.

    Arcane, Lore, Natural and Any are simple counts of how many dispensers of each type are collected each run.

    Common, Uncommon and Rare show the average time it would take to farm up any one specific collectable. This factors in the basic chance based on frequency (75%/20%/5%), how many collectables there are in the pool for that tier + frequency, and also includes Any dispensers at their suspected rates. Those rates are currently set as follows, but these may change (and thus change the table values) if more data is acquired in the linked thread:

    22% Arcane
    50% Cultural
    20% Lore
    8% Natural

    Note: When reading this table, out-of-school collectables are just bonus extras that aren't factored into the time needed. Consider the Tier 3 Lore farm Eyes of Stone: The 1 natural and the 1 arcane don't mean anything other than that they're there. The three Lore dispensers are the only ones that matter in terms of time to collect. ("Any" would count too, but there are none in that farm.)

    School Tier Quest Realms Difficulty Time Arcane Lore Natural Any Common Uncommon Rare
    Arcane 1 Tomb of the Crimson Heart Normal 1:15 4 1 1 0:24 1:29 5:55
    Arcane 2 Enemy Within Casual 3:05 10 1 0:48 3:01 12:04
    Arcane 3 Enemy Within Normal 3:05 10 1 1:12 4:32 18:06
    Arcane 3 Through a Mirror Darkly Yes Casual 4:05 10 1:05 4:05 16:20
    Arcane 4 Through a Mirror Darkly Yes Normal 4:05 10 1:05 4:05 16:20
    Arcane 5 Through a Mirror Darkly Yes EC 4:05 10 0:33 2:02 8:10
    Arcane 6 Through a Mirror Darkly Yes EN 4:05 10 0:33 2:02 8:10
    Cultural 4 Wheloon Prison Yes Heroic 4:30 17 0:42 5:18 21:11
    Cultural 5 Wheloon Prison Yes Epic 4:30 17 0:42 2:39 10:35
    Cultural 6 Precious Cargo EH 0:50 2 1:07 4:10 16:40
    Lore 1 Repossession Normal 0:35 1 2 0:23 1:28 5:50
    Lore 2 Repossession Elite 0:35 1 2 0:47 2:55 11:40
    Lore 3 Eyes of Stone Normal 1:30 1 3 1 1:20 7:30 30:00
    Lore 4 Schemes of the Enemy Normal 2:05 4 1 1 0:40 2:29 9:55
    Lore 5 Schemes of the Enemy Elite 2:05 4 1 1 0:40 2:29 9:55
    Lore 6 Terminal Delirium EN 2:20 2 3 1 1 0:58 3:39 14:35
    Natural 1 A Small Problem Normal 2:30 10 0:20 1:15 5:00
    Natural 2 Last Stand Normal 0:45 3 0:40 2:30 10:00
    Natural 3 Assault on Summerfield Normal 1:15 9 0:33 2:05 8:20
    Natural 4 Breaking the Ranks Yes Normal 0:40 5 0:21 1:20 5:20
    Natural 5 Breaking the Ranks Yes Elite 0:40 5 0:21 1:20 2:40
    Natural 6 Breaking the Ranks Yes EN 0:40 5 0:11 0:40 2:40

    Collectables flagged as Eberron-only:

    Charred Soarwood
    Lightning-Split Soarwood
    Singed Soarwood

  4. #4

    Default Demand

    What I'm thinking is to assign a value between 1 and 10 to each category, then add up the totals for every shard a collectable is used for to get their demand value.

    Universal: 10 points
    Universal effects are desirable for every possible build.

    Common: 8 points
    Common effects are used by many builds, possibly (probably?) a majority of them.

    Uncommon: 6 points
    Uncommon effects are used by a fair number of builds, though clearly a minority.

    Niche: 4 points
    Niche effects are very desirable, but only for a small handful of build types.

    Obsolete: 2 points
    Obsolete effects are better off being replaced by using augments. Still, you might have a reason to craft these if you need it on a lower ML than the augment allows, or maybe the augment is too expensive to acquire.

    Rarely Used: 1 point
    There is probably someone, somewhere, who will want to use any one of these effects, but for the most part they have little value.


    Group Universal Common Uncommon Niche Obsolete Rarely Used
    Stats Constitution Strength, Dexterity, Intelligence, Wisdom, Charisma
    Energy Absorptioon Acid, Cold, Electricty, Fire, Sonic
    Banes Construct, Chaotic Outsider, Evil Outsider, Lawful Outsider, Undead, Unnatural Aberration, Animal, Dragon, Dwarf, Elemental, Elf, Giant, Gnoll, Goblinoid, Halfling, Human, Incorporeal, Monstrous Humanoid, Ooze, Orc, Plant, Reptilian, Vermin
    DPS Accuracy, Armor Piercing, Deadly (regular), Doublestrike/shot, Melee/Range Alacrity, Seeker Shield Bashing, Insightful Deadly
    Defense Insightful Fortification, Sheltering, iPRR, iMRR Dodge, Healing Amp Spell Resistance, Natural Armor, Protection, Negative Amp, Repair Amp Fortification (regular only)
    Stat Damaging Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma
    Guard Acid, Evil, Fire, Good, Ice, Lightning, Piercing, Solar, Sonic, Undead
    Misc False Life Diversion, Incite, Vampirism, Vitality Striding
    Weapon Procs Good, Bludgeon, Piercing, Slashing Chaos, Evil, Force, Light, Bashing, Shield Spikes Acid, Cold, Electric, Fire, Law, Negative, Poison, Sonic
    Energy Resistance Light Acid, Cold, Electric, Fire, Negative, Poison, Sonic
    Save Resistance, Parrying Spell Saves Enchantment Saves Disease, Fortitude, Illusion, Poison, Reflex, Will
    Skill Spellsight, Search, Spot, Disable Device, Open Lock Concentration, Heal, Bluff, Diplomacy, Intimidate, Haggle, Hide, Move Silently, Jump, Swim, Perform Balance, Listen, Repair, Tumble
    Spellcasting Wizardry (regular) Spell Penetration, Insightful Wizardry
    Spell Focus Evocation Conjuration, Enchantment, Necromancy, Spell Focus Mastery Abjuration, Illusion, Transmutation
    Spell Lore Acid, Cold, Electricity, Fire, Force, Light, Negative, Positive, Repair, Sonic Universal
    Spell Power Devotion Combustion, Corrosion, Glaciation, Impulse, Magnetism, Nullification, Radiance, Reconstruction, Resonance Potency
    Static Aligned, Efficient Maximize, Eternal Faith, Everbright, Ghost Touch, Invulnerability, Keen, Lesser Casting Dex, Metalline, Persuasion, Silver Flame, True Seeing Blindness Ward, Deathblock, Feather Fall, Underwater Action Blueshine, Efficient Empower / Empower Healing / Enlarge / Extend, Fearsome, Regeneration, Sacred, Songblade, Twilight, Unbalancing, Vengeful
    Tactics Combat Mastery, Stunning Assassinate Shatter, Tendon Slice, Vertigo

    Except for Fortification, Deadly and Wizardry, all effects listed also include their Insightful version.

    Vitality, Insightful Deadly and Insightful Wizardry are downgraded due to only being craftable in a single slot.

  5. #5

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    What I'm looking for now is feedback on any effects you think I've put in the wrong category. Also any feedback on the points system is welcome.

  6. #6
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    DEX. Seeker, Deadly put to Universal, Natural Armor and Protection to Uncommon, Damage proc Good, Force, Light, Bludgeoning, Piercing, Slashing to Universal, Rogue skill to Nishe, Spell Penetration to Universal, exchange Doublestrike and Melee Alacrity for Doubleshot and Ranged alacrity.

  7. #7
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    Quote Originally Posted by EllisDee37 View Post
    What I'm thinking is to assign a value between 1 and 10 to each category, then add up the totals for every shard a collectable is used for to get their demand value.

    Universal: 10 points
    Universal effects are desirable for every possible build.

    Common: 8 points
    Common effects are used by many builds, possibly (probably?) a majority of them.

    Uncommon: 6 points
    Uncommon effects are used by a fair number of builds, though clearly a minority.

    Niche: 4 points
    Niche effects are very desirable, but only for a small handful of build types.

    Obsolete: 2 points
    Obsolete effects are better off being replaced by using augments. Still, you might have a reason to craft these if you need it on a lower ML than the augment allows, or maybe the augment is too expensive to acquire.

    Rarely Used: 1 point
    There is probably someone, somewhere, who will want to use any one of these effects, but for the most part they have little value.
    Awesome work so far, EllisDee - I've always been a fan of your projects and use your character planner all the time. Thanks for all the contributions you make to the community.

    As for the demand numbers, values between 1 and 10 may be pretty, but since these numbers are an important factor in the final calculation these might need more specific tuning.

    For one thing, to reach more reasonable numbers as to what we're seeing right now on the market in game, more categories will probably need to be added. It's just too hard to separate these into such a small number of categories and expect realistic results; looking at the niche category, I don't think "Shield Spikes" and "Spell Penetration" are anywhere near the same supply, yet they are in the same category and therefore are using the same number in the calculation.

    Perhaps something more like the following?

    Rather than specifically named categories like common or niche, just a simple 1 to 10 scale where 10 is the most common. This should not be the number used in the final calculation!

    Rating 10 9 8 7 6 5 4 3 2 1
    Examples Constitution Strength Wizardry Spell Penetration Combustion Natural Armor Bluff Incite Bashing Elf Bane

    Filled it with some examples which are just off the top of my head and would preferably be refined over time. Agree or disagree, the point is that the effects in the lowest categories are no where near the top categories, whereas many fairly popular shards are only slightly different values, leaving the middle categories to determine slight differences. I would expect the very lowest values would be very full and the middle and top categories would be relatively evenly spread - of course, it's all relative so the actual magnitude of the values doesn't really matter.

    Now, most importantly, the actual "value" of each category. This can't be some arbitrary number because it's used in the final calculation and is one of the few values making it very impactful on the result. Getting the right values here would again require refining and discussion.

    The problem with your values of 1 to 10 for the calculation is that "False Life" isn't crafted 10 times more than "Elf Bane". It's crafted at least 100 times more. We can't show that kind of variation with whole numbers between 1 and 10. In fact, the suggested table I made above might not even have enough columns for ranking demand, because of the variation that some shards have. Still, using my table above, let's say we give the 10 category a value of 10. We can't give the 1 category a value of 1, but depending on what is determined based on actual in-game popularity maybe something like 0.1 would be appropriate for the least crafted shards. This is an internal value, so I wouldn't be afraid to use decimals. We still have the pretty 1 to 10 categories or whatever is decided for number of categories, which is irrelevant to the calculation.

    For example, with 10 columns, you might have the following actual values:

    Rating 10 9 8 7 6 5 4 3 2 1
    Actual Value 10 8 6 5 4 3 2 1 0.5 0.1

    This is all just numbers I came up with off the top of my head. The main thing is that the difference between the highest and lowest should be very high.

    Hopefully this helps - I might just be spouting non-sense.
    I look forward to following your progress on this project!

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  8. #8

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    Added an estimate for Terminal Delirium for Tier 6 Lore based on my paladin running it a couple times just now. The time of 2:20 involves skipping the locked room entirely, so it misses out on 3 more arcanes, but that's appropriate for a lore farm, I think.

    My collectable farmer could probably do it faster, so once the store issues get squared away I'll buy a guest pass (only 70 TP) to capture video. I say "probably" because the collectable farmer dps is very low compared to a capped character, and there is a fight at the start, but we'll see.

    Quote Originally Posted by AArrows_Of_Fire View Post
    As for the demand numbers, values between 1 and 10 may be pretty, but since these numbers are an important factor in the final calculation these might need more specific tuning.
    [...]
    Excellent thoughts, thanks much for the feedback.

    One thing to keep in mind is that I think you're putting more emphasis on the effect of the lower end of the demand scale than is warranted. Consider Elf Bane using the current formula, which only costs Cryptmoss Worm Larva and a soul gem:

    Cryptmoss Worm Larva = 40 * (1 + 8 + 1 + 6 + 1 + 1 + 4 + 8 + 6) * (700 / 3600) = 280 essences

    If we set elf bane worth 0 instead of 1 in the demand table, that number changes to:

    Cryptmoss Worm Larva = 40 * (1 + 8 + 6 + 1 + 1 + 4 + 8 + 6) * (700 / 3600) = 272 essences

    I mean, it's different, sure, but not a ton. Worrying about whether the exact demand value for unused bane shards should be 1 or 0.1 or 0.01 or whatever would be missing the forest for the trees, I think. The 1-10 scale for demand was deliberately chosen to be not super granular because demand values are so subjective. I wanted to make it as generalized as possible. A player who only runs S&B builds might think your example on Shield Spikes is off the mark, for example.

    Let's see how the numbers shake out as it is now, and then adjust as appropriate. It'll take me a bit to add the data to my crafting planner so I can generate the final table, but once that's done we can revisit the demand scale.

  9. #9
    Community Member krimsonrane's Avatar
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    Insightful Fortification and false life arn't universal. Paladins and fighters in defender don't need it. Nor do barbs need false life. Drawven con users either.
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  10. #10
    Community Member psykopeta's Avatar
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    Quote Originally Posted by krimsonrane View Post
    Insightful Fortification and false life arn't universal. Paladins and fighters in defender don't need it. Nor do barbs need false life. Drawven con users either.
    hp and fort are universal, period, it's not like dc for spells or melee attributes, fort over 100% is mandatory at certain point and hp is too given the nice chamñd we have out there hitting like brakeless trucks
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  11. #11
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    Quote Originally Posted by EllisDee37 View Post
    What I'm thinking is to assign a value between 1 and 10 to each category, then add up the totals for every shard a collectable is used for to get their demand value.
    Did you include demand based on Stone of Change recipes? If not, that may well bump a few up.
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  12. #12

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    Quote Originally Posted by SirValentine View Post
    Did you include demand based on Stone of Change recipes? If not, that may well bump a few up.
    I originally planned to, but then never did.

  13. #13
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    Thumbs up

    Quote Originally Posted by EllisDee37 View Post
    Here's the final value table, both by value and by collectable.
    This is an amazing project and data table, thank you very much!

    Tols.

  14. #14

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    My first experience using the data was positive. I definitely felt much more confident after the transaction that we both received fair value, compared to the last time I did a large collectable trade when I was left feeling like "I'm pretty sure one of us got ripped off, but I have no idea which one."

  15. #15
    Community Member Draeqo's Avatar
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    Cool

    Great thread, love it
    I have made my own valuation sheet for collectables based on shards, I traded the collectables a lot so I have a fair understanding of their relative worth.
    Also I sold lots and lots of rare collectables, so they are certainly worth a lot. Most of them sell for more than Silver Flame Hymnals (but then so do several uncommon ones, so perhaps I'm too cheap on the Hymnals . On Ghallanda at least there are apparently still a lot of guild crafters and people with too many Astral Shards, hence lots of demand for rare collectables.


    I wondered about the obsolete column. OK I also rarely craft Fortification (just Ins.Fort.), because I use augments for normal Fort (or racial or named items).
    But Feather Fall, Deathblock and UWA? Sure I often have augments for FF & DB, but the FF and DB augments are quite a bit rarer than the Fort ones. So I tend to re-craft the item (leaving those augments in place, or I have to use a jeweler's toolkit... FF or DB crafted is cheaper IMHO. So for leveling up I more often go for crafted, certainly FF (and UWA).


    And a few changes I would like to propose.

    [Static]
    Propose to move up Aligned, Metalline, Keen and Ghost Touch, as I see those very often on crafted weapons.

    [Spell Power]
    Potency: move up, very often used as backup for a.o. multi-element casters (with sticks & augments supplying max for specific spellpowers). Not going to switch sticks just because I'm switching to using less common spells.
    E.g. Sorc/Wizzy with strong Force and Corrosion (or Electric) spells needing to do Fire or Ice spells.
    Same for arcane archers. Can't have just one element. Need (say) Corrosion (or Electric) and Force. But archers (or repeaters) only have one red augment slot. And once you move to the named weapons, or are using a special non-elemental spell power augment, you still need the spellpower.

    IMHO Spellsight is a must have, or at least very nice to have, for many classes (majority I think) so make that Common or Uncommon.

    Devotion: move down. Why have it when you can't self heal using spells? Not needed for Bladeforged, Warforged, Undead and all scroll healers (quite a number of classes have no innate options of casting a healing spell). Just for Cocoon (for when the scroll healers have that)? IDK, and one can wear that as an augment.
    Also we all already have Potency and Spellsight, right?

    [Defense]
    Natural Armor and Protection are much more common for non-heavy armour / non-tanks, say move to uncommon.

    [Spellcasting]
    Insightfull wizardry I will always craft for wizard or sorcerer, despite only one spot for it. That spot is reserved.
    You can never have too many SP, really.

  16. #16
    Community Member Selvera's Avatar
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    Quote Originally Posted by Draeqo View Post
    IMHO Spellsight is a must have, or at least very nice to have, for many classes (majority I think) so make that Common or Uncommon.
    I think you're overvaluing spellsight. It does not give positive spellpower. It does not give sonic spellpower. It does not give repair spellpower. So it's good for?

    nearly all Warlocks, Sorcerers.
    Some wizards, artificers, fvs, druids and clerics.

    Which is about half the classes, if you consider a class which has a build which uses it as a class that uses it. (Certainly I wouldn't consider the majority of wizards, clerics or druids to be max-damage-spellpower types, and "spellsight" gives considerably less then "spellpower").

    I'm quite happy to have devotion and heal crafted into both of my sets of slavelords gear (8 and 28), and I really don't feel the need to craft spellsight into any of the items.
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  17. #17
    Community Member Draeqo's Avatar
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    Quote Originally Posted by Selvera View Post
    I think you're overvaluing spellsight. It does not give positive spellpower. It does not give sonic spellpower. It does not give repair spellpower. So it's good for?

    nearly all Warlocks, Sorcerers.
    Some wizards, artificers, fvs, druids and clerics.

    Which is about half the classes, if you consider a class which has a build which uses it as a class that uses it. (Certainly I wouldn't consider the majority of wizards, clerics or druids to be max-damage-spellpower types, and "spellsight" gives considerably less then "spellpower").

    I'm quite happy to have devotion and heal crafted into both of my sets of slavelords gear (8 and 28), and I really don't feel the need to craft spellsight into any of the items.
    That is fine, but I still think devotion is overrated and spellsight underrated in that overview.

    Spellpower determines the amount of DPS for many builds. Every little bit counts.
    Spellcraft/spellsight is a class skill for Artificers, Bards, Clerics, Druids, Favored Souls, Sorcerers, Warlocks, and Wizards. And Arcane Archers can use it too, that means many Rangers and Repeater Rogues. That is 8 to 10 out of 14.

    Sure Devotion is a must have for healers but the have to be able to cast healing spells, without scrolls. So Clerics, Druids, Favored Souls, Paladins and Rangers. That is 5 out of 14.
    A few races have innate healing, like Halfling or Aasimar. We are still left with more than half of the playerbase who either use repair, are undead or need to use scroll healing.

    Of course in the epics we have a few more options, like Cocoon.
    I just never thought of using devotion (just for Cocoon) when in Epics as a Wizard, Sorcerer, Arcane Archer or Warlock. But then all of those had Potency + Spellsight.
    Perhaps I should

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