Hey everyone, So I've been kicking around some thoughts on some of the equipped effects for crafted items. There's a couple things I'd like to look at for possible (read *possible*) adjustments in this area. Jeric's, Idara's, Eila's buffs. - Currently as the tiers increase in level, you receive more types of stats being affected, but there's no growth for each stat that's been given. Ideally I'd like to see this change so each tier has the same stat types being effected, and they grow in power with each higher tier. Each buff would also have one stat that is percentage based (and since it's percentage based and not a flat value, the effected stat would always retain the same percentage tier to tier). Here's some examples of what I've been kicking around with regards to this (note, these are examples and not anything set in stone - I don't want to go too far from the spirit of the current buffs that are available): Jeric: 1% Accuracy +5 Cold/Fire Spell Damage per tier +5 Cold/Fire Absorption per tier +4 Fire-based Damage Shield per tier +4 AC per tier +10 HP per tier Idara: 1% Heal Effectiveness +5 Arcane/Spiritual Spell Damage per tier +5 Arcane/Spiritual Absorption per tier +4 Arcane-based Damage Shield per tier +4 flat heal amount per tier +10 energy per tier Eila: 1% Critical Damage Bonus +5 Mental/Physical Spell Damage per tier +5 Mental/Physical Absorption per tier +4 Mental Damage Shield per tier +4 flat damage per tier +5 HP and 5 Energy per tier And on to the next area I've been looking at... Non-continental related crafting equipped effects. - Many of the current effects (Boon of Health for example) aren't holding up against most of the dropped item equipped effects, in my opinion (and many of your opinions as well I've gathered from in-game chatter and forum feedback). I'd like to hear your thoughts on which of these type of current effects you think could use an overhaul (please be gentle, lol). Please note that again - I'm not saying any proposed changes are going to happen within a given timeline, but this is where my thoughts have been regarding the EE's for crafting of late and I'd like to hear from you a bit on it now.
I like the idea of improving the continental effects, since that gives a reason to continue to grind the faction for the recipes. I will let others weigh in on the EE's and stats that result from using dusts in the refining, secondary, and finished products. But I do think it is time for T5 stuff to have aug slots.
That would be really nice. Same for Masterworked items since they seem to be an improved T6 version of T5 crafted items. Personaly I would like to see new Resonating Ancient Crystals with new stats and not so many restrictions, like only being able to add it to a necklace or a ring. Also would be nice to have new T6 recipes which could include Mask recipe for Mineralogists (allways have wondered why Mineralogists can't craft them), Ranged healer wood focus for Carpenters, Ranged caster focus if Mineralogist, T6 harvesting tools for blacksmiths, T6 harvesting gear for outfitters, crafting and harvesting toolbelts for leatherworkers, etc. About the equiped effects, I like Cythos idea for the continental sytle buffs, specially if they stack. Other equiped effects that would be nice to be able to add through Focusing and Resonating Crystals would be effects that had a chance to reduce or increase the hate gain of the wearer. Effects that increase resistances to Holy, Shadow, etc... Crafted Shields with an equiped effect that had a chance to heal wearer or riase mitigation for a small amount or short duration with criticals. Chance to drain a small amount of Hit Points, Energy Points or Endurance from Offensive Target. Edit: Some classes like Carpenters should be able to craft instruments for bards. Or at least there should be an equiped effect that could increase voice, string, etc...
I cannot recall currently, but I am under the assumption that unlike other EEs, the crafted continental EE's stack. I am right in assuming this or am I wrong? If so would 9 pieces of t5 (Eila's) give: 9%CDB 225 Mental/Physical Spell Damage 225 Mental/Physical Absorption 180 Mental Damage Shield 180 Flat Damage 225 HP and Energy or would 9 pieces of of t5 (Eila's) just give: 1%CDB 25 Mental/Physical Spell Damage 25 Mental/Physical Absorption 20 Mental Damage Shield 20 Flat Damage 25 HP and Energy or does my math suck: go home? Other then that question it sounds like a solid move. I know a lot of the crystals are pretty uselss especially the ones that made it into Ancient Reso forms
OH man.....<slip>..<crash>..<mop mop mop> Ok sorry had to mop up the tears of joy I couldn't move with out falling. Looks like I am going to owe Cman a beer or 7 this coming August! Love the base ideas you have there, very good indeed, also thank you so much for the "per tier" growth, that goes along way right there to equalizing crafted gear. Also nice to see that T1 crafted now has a chance, this is one area we were really borked. Want to do that old starter? NP now, just craft a set of T1 gear! I have not used a lot of dusts in some time due to their less effective stats, but I will work on doing a few every week, so look for my updates as they come. I will focus on what I do not see here from others doing same thing. Thank you for taking some time to put thought into crafting changes and improvements, makes me a happy Minion of Haelufir.
This problem needs to be tackled from 2 sides, this is a good start from the crafting side. But really there is the bigger elephant in the room and that's the ridiculously overpowered equip effects that were put ingame with f2p. All energy regen effects on these items are per second, while the rest of the game displays per 6 seconds. the highest quality buff gives 15/s thats 15*6 = 90 energy per 6 secs. now I have yet to see any item in this game that ever gave that much energy regen. Same goes for the flat damage buffs, cutting all of those buffs in half would be a start.
i have to agree. i'm glad you guys are finally giving the crafting sphere some attention but a lot of these new items are getting out of hand. i hope you guys seriously think about toning down the ee's as you improve crafted gear. passive lorestone buffs + ridiculous ee's make the content up through 55 a joke. in a game that struggles to keep up with end game content, why speed everyone through to the end?
Very pleased to see the crafting's possibly getting some love! While we are at it, a lot of dusts rather than just adding an effect to a crafted armor/weapon item actually replace +HP or +Energy stat. Like if you had regular gloves with +STR +DEX +HP (+conti effect) and add resonating catalyst with +accuracy, you will end up with gloves having +STR +DEX +Accuracy. HP is gone. This makes such dusts much less desirable that those that have "Equipped Effect" - i.e. they will keep +STR +DEX +HP and will replace conti effect instead (in its current state conti effect is less useful for higher tiers due to not scaling). I know it is asking a lot, but why cant we make dusts to just add to armor without taking something away from it, like they do for jewelry? BTW focusing dusts also remove HP or Energy from an item... Second - you mentioned possible scaling of some equipped effects like Boon of Health, I'd be very happy if the EE from dust of energy (currently gives +Energy + 5 Energy regen) could have scaling on its +5 energy regen too. And lastly, could we have some focusing dusts for jewelry please?
Keep it simple, if we go all out on every change we want we are likely to have iut all just left by the way side. LEts tackle the Continental EEs and the less than useful dusts and those that over step EEs. We can compile notes for the future crafting dev time
Just a thought. 1. Use the Cont EE as stated above 2. Leave Non-cont EE as is 3. Make all Non-cont EE and Cont EE stack (no overwriting) 4. Add set bonus modifiers that will increase the values of the Non-cont EE based on the number tier-X crafted items equipped. Also add in what Danathor mentioned about the +stat shell game that you need to deal with when adding dusts
Resonating dust of Energy Amateur to Journeyman Each time it overstepped and removed the Cont EE Its effects in order of tier: +9/15/23/35 Energy +5 Energy regen. Ok I have no idea why the regen does not change, and this effect is NOT worthy of the Cont EE loss. Id like to see a small rise in the regen, and maybe drop it to maybe +2 at Amateur, and add +2 for every tier? Also I would for sure like to see the EE effect returned when used. The + energy could be raised a little, possibly take a look at a few other items in tiers and see if it fits or needs a slight tweak. Thanks, more dusts to come.
Resonating dust of Armor Adds to Armor class for each tier. Can we have this number added like any other stat? Also not sure this dusts value at higher levels, early on its great for armor bits with no other possible effects. After that, it really becomes less valuable, possibly a small upgrade? But at least have the amount of AC gained listed as a stat would be nice. Thanks, more to come.
Resonating dust of Warding Adds Spell Evasion, not sure this has enough effect to warrant use ever. At apprentice level a measly +6 Spell evasion isn't likely to make me jump for joy. Not really sure what can be done. Thanks, more to come
resonating dust of spell absorption Another relatively useless dust , like warding never made any gear with it. Apprentice level it adds +5 spell mitigation. Not sure how to make it more desirable, but your in to focusingin dust territory now, and you can add resists while STILL being able to add a resonating dust, so this and warding really seem to be out of place. Thanks, more to come.
Dust of Might Proc 5% chance of +15 at apprentice to +25 at journeyman to all stats for a duration. Good dust, but over stepps Cont EE, and it does not state the effect at each level. Also is this covered under the tat caps? or is it above and beyond, which woudl make it much better at journeyman level +.
IMHO, there are too many different dusts, being that dusts are lower T1/T2 anyway, it wouldnt be missed if many were consolidated a bit more. Like the two dusts Exmortis mentioned already, Warding and Absorption, these two are cousins of a sort and could be combined into 1 dust, etc., while keeping them at the same strength/value as they would have if separated. Each progressive tier could do with some combining. This would mean less specialized dusts, etc., on the lower tiers while keeping the higher tiers pretty much as is. The one thing I wouldnt mind seeing, and I know would be impossible to do, is be able to replace select effects. Take an earring with dust of the assassin on it and replace(overwrite it) with dust of the marksman, red for red, etc., keeping the same continental effects. I have other off the wall ideas if things go that way here. My 2 cents, the energy regen could be changed to a percentage for T3 and up, and leaving T1/T2 as the current flat amount that can be adjusted to an appropriate amount.
Resonating dust of Speed. Does haste really have any effect the game at all? If memory serves every time you hit an ability your auto attack is reset thus making haste rather useless.