The sad part about all that is that we still don't know any details on how that will work, yet. I am not sure why they don't want us to know anything about it. Get early feedback could be very useful.
The sad part about all that is that we still don't know any details on how that will work, yet. I am not sure why they don't want us to know anything about it. Get early feedback could be very useful.
Triple Heroic & Epic completionist. Eroic : 42/42 - Epic : 36/36 - Iconic : 12/12.
Triple Heroic & Epic completionist. Eroic : 42/42 - Epic : 36/36 - Iconic : 12/12.
1. They are probably locked into a system similar to random loot. (whether stats are random or fixed value)
2. They have probably already decided whether or not to simplify the number of schools/ingreds/etc.
3. What something cost to make (old ingreds, new ingred from quest/raid) is not heavily time consuming. This (along with crafted item power) will largely determine who will craft and who will not.
The only choices outside of the required design are likely
1. random values vs fixed values
2. cost
3. power
Thank you, took much reading and thinking, and even more typing, and then the PITA formatting.... but even if it helps with the future of Cannith crafting, then it was worth it.
Agree - and have posted numerous times in numerous places the power of the runestone. Heck you can even trade collectables (at outrageous prices) for them.
Ammunition as well. Think I forgot one or two types - but can always fix that.
My bad, spelling typo, it should be: "Dragon-Dweomer".
Item tokens allow the players to find items (specifically weapons, armor, shields, goggles(face), and helms(head)) that they find visually appealing and easily store those appearances. If just created a random blank, then this facet of customization would be lost.
love how you have adopted Gem Dust so readily.
Interesting thoughts on the 2H slot.
I too would love Cannith Crafting to be able to craft augment gems, but didn't want to tackle that facet in what already turned out to be a nearly 40,000 word treatise.
Cost to add effect slots would be like charging for adding a prefix and suffix in the existing Cannith Crafting system. I can see for the 3rd slot maybe, but IMHO the cost was already prepaid by all the grind involved in leveling ones crafting levels.
So only to level 29 you mean. Maximum character level is 30 now and that is legendary. Is it very difficult to go to the auction house and find a minimum level 30 item and deconstruct it? Isn't that adding unnecessary complexity and steps?
The system already has limiters in place for that. In order to craft a level 30 effect shard with no variance is crafting level 151+ (depends upon slot). High level (epic and legendary) items might need 'chunks' or commendations of valor in order to make.
And for someone to 'assemble' a ml:30 item that has never played above (to use your example) level 5 is possible. Even a toddler can assemble a jigsaw puzzle, just might not be perfect, hence the inherent variance.
And for a level 5 character to craft the needed shards? Well those are called Professionals, not Adventurers (to take from some very old literature), who spend their entire lives being master crafters, bowers, fletchers, blacksmiths, barbers, healers, bakers, jewelers etc. So if a character wants to spend their entire career / life deconstructing / crafting for Cannith Crafting experience, then not only more power to them, but kudos for being part of the hidden economy that is in plain sight.
The existing Cannith Crafting system already has the same amount of randomness in it, and just like the existing system this randomness (variance) is removed at higher crafting levels.
The existing Cannith Crafting system has a pass/fail random factor built into it - when crafting at the highest cusp of your crafting skill (level). It also has randomness built into it to determine how many of what essences are returned for deconstruction. Plus there is the random factor of collectible ingredients (undead slaying arrows anyone?).
Instead of success/fail there is now a little bit of variance in the effect power for the stated minimum level(sort of a success/success system). This is possibly a part of the mysterious remnants (chunks) spreading their random effects through the (new) random loot; and that bit of mystery has eeked into the very soul of the materials (base items) we use to craft. An experienced crafter has learned how to read the flux of the objects lay-lines influenced fields (ie the items specific dweomer ) and even harness this mysterious effect to benefit the intended and desired end effect.
All lore aside, the randomness you speak of is rather quite minor, and can be eliminated with enough crafting skill. Examples of how minor: range of 5-6 on a ability stat effect at level 11 (I suspect I understand the mathematic formula for stat bonuses, but it is not needed now to explain this topic). A variance of 1 is hardly random.
I did this after talking to a group PUG late last week. The topic of crafting came up, and how if the recipe box is flattened, how does one reward for the massive grind needed for crafting level 150, let alone level 300. This was the very apparent and suitably simple answer.
Now, if you don't have high enough crafting skills (level) you can ask a master crafter to create and supply your desired effect shards, because when you apply the effect shard to the blank, the crafting interface takes the higher of the two crafting skills (the character combining the effect shard with the blank vs the effect shards creator's crafting skill (level) at the time of the shard's creation.
This allows for you to have very little variance, even when you start crafting. This gives incentive for reaching the pinnacle of crafting kung-fu.
A hidden side effect is that as you level up in crafting, there can be milestones that 'reset' the ransack on crafting effect shards (say every 20 levels or so).
Another hidden side effect is that as you level you will want to clean out old effect shards (deconstruct for both essences and experience) because effect shards created at higher crafting levels are inherently better than those crafted previously with lower crafting levels. Now this isn't a fine grain process of every newly achieved crafting level, rather a rough grain of every 20-30 crafting levels. The benefit is that now the players have internal motivation to clean out the old shards in their green bags and crafting storage. The new deconstruction interface would allow for mass deconstruction with minimal clicks.
Finally I must ask back - did you read the rest? Yes, it is something like 40,000 words and was a PITA to conceptualize, let alone draft and finalize. Even now there are numerous typographical and grammatical mistakes that I will probably never get around to correcting.
Was there anything you liked?
Yes, it is very --- long, but hopefully somewhat well written and reasonably easy to understand and read. I did try to break it up into several posts in order to help elevate reading exhaustion. :P
I think I answered above. Earning crafting experience currently is creation-centric, meaning the fastest, best way to gain crafting experience is through crafting shards at the upper cusp of your abilities (with a success booster and crafting experience elixir running).
This won't change (see above about ransack resetting every 20/30 levels or so). However, one can earn respectable crafting experience through mass deconstruction. Reverse engineering is a time honored and highly effective way to learn and master new skills and ideas.
All this does is help deconstruction be a more viable source of crafting experience. Does not change the emphasis, just makes the alternative a little more competitive. And since you often need to deconstruct mass quantities to make using those crafting elixirs economically viable, helps smooth out the decon and wait, then craft and level toil and grind.
I'd hope that instead of the 2%/75% (where did the missing 23% come from?)you state that the new would be more along the lines of 33/67 or even 40/60. Tell me, the lack of decon experience, was it caused by the click and time intensive process of deconstruction? If only the deconstruction process changed from one at a time to many at a time - would that change your statistics?
Agree. That entire conversation is now moot, and shouldn't have any bearing upon existing and future conversations and plans, providing those fixes remain in place and the situation that was, remains no more. ad hoc, ergo promptus hoc.
Existing crafting levels and experience should remain intact. The only directly related change would be upping the crafting level cap from 150 to 200 (with shards available to craft all the way up to level 211)
And agree. see reply to EllisDee37 above.
Thank you - and that IIRC and AFAIK was the intention / plan of the Dev's all along. To make it so that both systems use the same internal specifications and databases... that changing the internal specifications and databases would affect both systems automatically and equally; this was to make updating and maintaining both systems easy and to help speed named item creation (and updating).
This is possibly a part of the mysterious remnants (chunks) spreading their random effects through the (new) random loot; and that bit of mystery has eeked into the very soul of the materials (base items) we use to craft. An experienced crafter has learned how to read the flux of the objects lay-lines influenced fields (ie the items specific dweomer ) and even harness this mysterious effect to benefit the intended and desired end effect.
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I like the thoughts in the opening post for sure. Cannith Crafting is quite grindy, I'm only just now getting just over level 100 in the three schools and I have been crafting for awhile (well at least up until Update 29 :P ). I would really like the ability to craft effects that we had when Menace of the Underdark was first released but I know those effects aren't coming back. In any case, I'm patiently waiting and hoping for good things to come with Cannith Crafting being updated!!
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Nice theory crafting, but way to detailed to expect it to actually fit the game code, the budget, etc.
I do actually expect the recipes to work out about how you want though. With just master lists made and code that extrapolates the given recipe from that based on the ML. Though it wouldn't surprise me to see the whole data base still "stored in the machine" from our perspective. Much like I believe the new loot tables work.
You misunderstand. 98% of my crafting xp came from making shards, 2% from deconstruction. End of this thought. New thought: 75% of my crafting xp came from dedicated "crafting sessions" where I just made dummy shards for leveling. The other 23% came from crafting actual shards I wanted, but happened to also get xp from.
No. Nothing would change my statistics. As stated, the reason I never got much xp from deconstruction is logistical, not mechanical. I only have 20 shared bank spaces, and no patience for or tolerance of the constant re-logging it would take to transfer meaningful amounts of lootgen to my crafter for deconstruction.the new would be more along the lines of 33/67 or even 40/60. Tell me, the lack of decon experience, was it caused by the click and time intensive process of deconstruction? If only the deconstruction process changed from one at a time to many at a time - would that change your statistics?
He can stand at the machines all day with the thousands of greater essences sitting in my communal green bags. Or I could run a set of epic dailies then switch back and forth 2 or 3 times just to transfer the items over for him to deconstruct. And my crafter, as a TWF, doesn't have much inventory space to hold it all anyway.
The mailbox has 50 spaces (premium). It's annoying, but I put up with it.
So that's 20 in share bank, 50 in mail, can hold more in inventory or double mail to other alts. Also buyback can be an option.He can stand at the machines all day with the thousands of greater essences sitting in my communal green bags. Or I could run a set of epic dailies then switch back and forth 2 or 3 times just to transfer the items over for him to deconstruct. And my crafter, as a TWF, doesn't have much inventory space to hold it all anyway.
I figured I was about 50/50 between decon and shard crafting for xp.
OH!
Add ALL tomes (skill and ability) including upgrade and the possible future incremental versions to the barter interface - and make the barter for both chunks (mysterious remnants) and for purified eberron draonshards.
and
Allow augment gems to be ground down for mysterious remnants, or Gem Dust.
Last edited by UurlockYgmeov; 02-02-2016 at 04:58 PM.
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I phrased that badly. What I mean is for the ML 30 items that have Effect Level ~40, crafting them needs to be harder. Finding one of these on the AH is rather rare.
I think we have 2 kinda-separate stats here:
- ML, which determines the minimum level equipable at.
- Effect Level (EL), which determines the power of the effect.
Up until level 30, these stats are the same. But since say LE TS has a loot level of 34, with loot boosts that drops a Effect Level of 40.
If there was enough inherent variance from crafting at that level, I would be fine with it (something insane like out of 30 items you have one land at EL 40).
The point I was trying to make about ELs is that getting a high EL takes running the Raids/Quests on elite, with as many loot boosts as can be found, and getting reasonably lucky. And getting an item with a decent mix of effects takes forever (over 5000 pulls to get ONE +15 Con item... too lazy to find the post, google didn't do it).
Crafting shouldn't make it this much easier.
Think of it this way. If Wondrous Craftsmanship increases EL by 2, you would need the equivalent of 5 Wondrous Craftsmanships to achieve a EL 40 item. And since I would guess, if you could add multiple WCs to an item, each one would cost more than the last, it would be incredibly expensive.
Ligraph, Andonar and Inos on Khyber.
that makes sense - but really don't see Cannith ever crafting that EL. Maximum would maybe be EL34-35. This is because masterful and wondrous don't currently stack and I don't think I would want them to be able to.
SO ml:30 item with EF of 30+5 is the highest available for Cannith. yes, could add it to the high end (or that would be for crafting level 201-250 (261)).
This ensures that Legendary Raid items / LGS is top dog and continues to be.
Last edited by UurlockYgmeov; 02-02-2016 at 08:38 PM.
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Last edited by Ligraph; 02-02-2016 at 08:41 PM.
Ligraph, Andonar and Inos on Khyber.
Yes. maxing effective level (without masterful/wondrous) should be 30... but without variance that should be a +15/+7/+5 stat bonus (if my math is right)... +15 enhancement +7 insight +5 inherent (+3 exceptional) - but that would be the entire bonus of the item...
with masterful / wondrous - yes, maybe effective level of 35 maybe 37 (really stretching it there).
Last edited by UurlockYgmeov; 02-02-2016 at 08:50 PM.
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Im all for more grind = more power.
But what do you say to the people who duped and have 20+ alts of essences waiting for this day to happen, and what do you say to the people who are doing it legit.
I personally think the cannith crafting half done and turbine way will be to try and please everyone by making it easy to do and max lvl on.
I would love to see it as something that would have be grinded and worked for, because in a way, by us playing the game already we are working toward it if we so choose. I would be highly disappointed if we couldn't craft everything we already see on random loot with as many effects x3/x4 on items also.
IF I am guessing the math right (round(minimum level /2)) then at ml:30 it should be 15. Don't think it should allow higher. variance (as in what is present for randomly generated loot) (IF I am guessing right) would be something like roundup((ml/2)/3) )
easier to show as chart:
ML Enhancement Insight Exceptional Variance 1 1 0 0 +1 (1-1) 2 1 0 0 +1 (1-1) 3 2 1 1 +2 (1-2) 4 2 1 1 +2 (1-2) 5 3 1 1 +3 (2-3) 6 3 1 1 +3 (2-3) 7 4 2 2 +4 (3-4) 8 4 2 2 +4 (3-4) 9 5 2 2 +5 (3-5) 10 5 2 2 +5 (3-5) 11 6 3 3 +6 (4-6) 12 6 3 3 +6 (4-6) 13 7 3 3 +7 (5-7) 14 7 3 3 +7 (5-7) 15 8 4 4 +8 (5-8) 16 8 4 4 +8 (5-8) 17 9 4 4 +9 (6-9) 18 9 4 4 +9 (6-9) 19 10 5 5 +10 (7-10) 20 10 5 5 +10 (7-10) 21 11 5 5 +11 (7-11) 22 11 5 5 +11 (7-11) 23 12 6 6 +12 (8-12) 24 12 6 6 +12 (8-12) 25 13 6 6 +13 (9-13) 26 13 6 6 +13 (9-13) 27 14 7 7 +14 (9-14) 28 14 7 7 +14 (9-14) 29 15 7 7 +15 (10-15) 30 15 7 7 +15 (10-15) Think capped here. 31 16 8 8 +16 (11-16) 32 16 8 8 +16 (11-16) 33 17 8 8 +17 (11-17) 34 17 8 8 +17 (11-17) 35 18 9 9 +18 (12-18) 36 18 9 9 +18 (12-18) 37 19 9 9 +19 (13-19) 38 19 9 9 +19 (13-19) 39 20 10 10 +20 (13-20) 40 20 10 10 +20 (13-20)
Last edited by UurlockYgmeov; 02-02-2016 at 09:19 PM.
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now showing 100%/75%/50%/25% and 0% variance
ML Enhancement Insight Exceptional 100% (max) Var 75% Var 50% Var 25% Var 0% Var 1 1 0 0 +1 (1-1) +1 (1-1) +1 (1-1) +1 (1-1) +1 (1-1) 2 1 0 0 +1 (1-1) +1 (1-1) +1 (1-1) +1 (1-1) +1 (1-1) 3 2 1 1 +2 (1-2) +2 (2-2) +2 (2-2) +2 (2-2) +2 (2-2) 4 2 1 1 +2 (1-2) +2 (1-2) +2 (2-2) +2 (2-2) +2 (2-2) 5 3 1 1 +3 (2-3) +3 (2-3) +3 (3-3) +3 (3-3) +3 (3-3) 6 3 1 1 +3 (2-3) +3 (2-3) +3 (2-3) +3 (3-3) +3 (3-3) 7 4 2 2 +4 (3-4) +4 (3-4) +4 (3-4) +4 (4-4) +4 (4-4) 8 4 2 2 +4 (3-4) +4 (3-4) +4 (3-4) +4 (4-4) +4 (4-4) 9 5 2 2 +5 (3-5) +5 (4-5) +5 (4-5) +5 (5-5) +5 (5-5) 10 5 2 2 +5 (3-5) +5 (4-5) +5 (4-5) +5 (5-5) +5 (5-5) 11 6 3 3 +6 (4-6) +6 (5-6) +6 (5-6) +6 (6-6) +6 (6-6) 12 6 3 3 +6 (4-6) +6 (4-6) +6 (5-6) +6 (5-6) +6 (6-6) 13 7 3 3 +7 (5-7) +7 (5-7) +7 (6-7) +7 (6-7) +7 (7-7) 14 7 3 3 +7 (5-7) +7 (5-7) +7 (6-7) +7 (6-7) +7 (7-7) 15 8 4 4 +8 (5-8) +8 (6-8) +8 (7-8) +8 (7-8) +8 (8-8) 16 8 4 4 +8 (5-8) +8 (6-8) +8 (7-8) +8 (7-8) +8 (8-8) 17 9 4 4 +9 (6-9) +9 (7-9) +9 (8-9) +9 (8-9) +9 (9-9) 18 9 4 4 +9 (6-9) +9 (7-9) +9 (7-9) +9 (8-9) +9 (9-9) 19 10 5 5 +10 (7-10) +10 (8-10) +10 (8-10) +10 (9-10) +10 (10-10) 20 10 5 5 +10 (7-10) +10 (7-10) +10 (8-10) +10 (9-10) +10 (10-10) 21 11 5 5 +11 (7-11) +11 (8-11) +11 (9-11) +11 (10-11) +11 (11-11) 22 11 5 5 +11 (7-11) +11 (8-11) +11 (9-11) +11 (10-11) +11 (11-11) 23 12 6 6 +12 (8-12) +12 (9-12) +12 (10-12) +12 (11-12) +12 (12-12) 24 12 6 6 +12 (8-12) +12 (9-12) +12 (10-12) +12 (11-12) +12 (12-12) 25 13 6 6 +13 (9-13) +13 (10-13) +13 (11-13) +13 (12-13) +13 (13-13) 26 13 6 6 +13 (9-13) +13 (10-13) +13 (11-13) +13 (12-13) +13 (13-13) 27 14 7 7 +14 (9-14) +14 (11-14) +14 (12-14) +14 (13-14) +14 (14-14) 28 14 7 7 +14 (9-14) +14 (10-14) +14 (12-14) +14 (13-14) +14 (14-14) 29 15 7 7 +15 (10-15) +15 (11-15) +15 (13-15) +15 (14-15) +15 (15-15) 30 15 7 7 +15 (10-15) +15 (11-15) +15 (12-15) +15 (14-15) +15 (15-15) believe table ends here max value 31 16 8 8 +16 (11-16) 32 16 8 8 +16 (11-16) 33 17 8 8 +17 (11-17) 34 17 8 8 +17 (11-17) 35 18 9 9 +18 (12-18) 36 18 9 9 +18 (12-18) 37 19 9 9 +19 (13-19) 38 19 9 9 +19 (13-19) 39 20 10 10 +20 (13-20) 40 20 10 10 +20 (13-20)
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