Crafted Item Equipped Effects

Discussion in 'Tradeskill Discussion' started by Ceythos, Jun 4, 2013.

  1. Isoel Active Member

    lalallaa /COUGH :rolleyes:
    Leavwiz likes this.
  2. Kamor Active Member

    You should see a doctor about that cough.
    Isoel likes this.
  3. Isoel Active Member

    I know right?! Tis a persistent lil bugger!
    Leavwiz likes this.
  4. MortyMykk Active Member

    Is there a good place to get information to make all this make sense?

    I am new to Vanguard and I have been at the Wikia pages a lot and I still have the hardest time figuring out crafting, and most of what you are talking about in this topic.

    Things seems so complicated, and to be honest it seems like some of that has to do with the fact that things are broken. Is this the case or am I just misreading something?

    Would someone mind posting some links that go over what "EE's" are, what dusts are and how you get them, and how you use them ...

    Thanks a lot.
  5. Leavwiz Well-Known Member

    will try to simplify.
    each continent has its own crafting "style"
    The continental style adds attributes to the item with each continent having different attributes.
    These attributes used to be the same regardless of the item level
    recently a change was made to have the attributes improve at each higher tier
    the issue is that not all styles/items/tiers got the change as they should have.
  6. MortyMykk Active Member

    Thanks Leavwiz.

    I know when I was playing DAoC there was a crafting calculator, which helped figure out just how to craft what you wanted and what the item would look like when you were done.

    Is there anything like that for Vanguard, or would it just be too complicated to make?
  7. Leavwiz Well-Known Member

    nope, no such animal
  8. Danathor Active Member

    Hi guys,

    I have posted the question before, but I'd like to bring it up once more... At the moment nearly all resonating and fucusing catalysts do not ADD its effect to the crafted item, they REPLACE existing attribute or stat. I believe this to be totally flawed.

    Let me illustate this by a crafted belt for caster, one on the left is a vanilla item (no catalysts), the one on the right had a "Resonating crystal of renewal" added in crafting process.

    [IMG]

    A you can see, Catalyst replaced Energy stat on the item with its regen effect. Losing 112 Energy for a caster really hurts, its like minus 25+ WIS hit. What we get in return is nice, regen is good, but not at such a high cost. It will take a full 1 minute for the added effect just to generate 112 Energy back and it is a long time (your average fight has to be longer than 1 minute for a new item to be somewhat attractive).

    The way I think catalysts should work is that they should ADD to the item, and the end result should be:

    +3 VIT
    +10 INT
    +7 WIS
    +112 Energy
    +11 Energy regen.

    That would make much more sence I believe and would allow for better crafted gear. I truly appreciate the scaling EE though :)

    I am relatively knew to the game, but the above has always been one of my frustrations. let me know if you disagree and why. Note that this about ALL of catalysts that could be applied to armor, they all are replacing something when added.
    Isoel likes this.
  9. Isoel Active Member

    Agreed 100% it's exceptionally frustrating to not be able to contend at all with dropped items that are lvl 37-45.
    Exmortis likes this.
  10. Danathor Active Member

    Let me make another example, this time though it will be jewelry where I think dusts work much better.

    [IMG]

    As you can see, unlike dusts applicable to armor, those for jewelry actually add to an item, albeit at a slight cost to pre-existing stats. I could live with that. You can play with you stats a bit like with reforging in EQ2 where you give up some of the original item's stats and add a desirable effect that was not existant. With armor it is always an outright loss of +Energy or + Hit Points stat which makes it unviable.

    If you look at the market, you will see that most armor catalysts are dirt cheap compared to jewelry ones, this is the direct result of inconsistency in their application methodology.

    Ideally though I think dusts in this game (like materia in FFXIV:ARR or socketable gems) should just add their effect to an item without costs to pre-existing stats :), but as I said, if devs listen and make adjustmensts to armor dusts to behave like jewelry ones, this already would be a huge improvement to current situation.
  11. Senjalle Member

    I disagree that additional stats should simply add on to the existing item. If that were the case there would be no reason to make a 'vanilla' item.

    As an example I recently made an earring for a Rogue. Currently there are no calatalysts which add a relevent DPS stat to an earring so the considered choice was to make the 'vanilla' item. If the stats simply added there wouldn't have been a choice, no reason not to add +Parry, or even +Spell ID just because. Any change which takes choice out of the system is a bad one imo.

    In the original example the logic is slightly flawed:
    This assumes the downtime between fights will be long enough to recover all your Energy, which isn't always the case (especially if you have replaced all your regen gear with +Energy)
    The decision that needs to be made here is "How many of my fights will not be over 1 min, or have enough downtime between them to allow me to regen my energy to full, AND on how many of those fights will +112 Energy be relevent.
    This is a decision that is interesting enough to make, but not so complex that a spreadsheet is required to calculate the better option. If the catalyst only removed 50% of the Energy the decission would be mostly removed and if it adjusted all the stats on the item by a small amount the decision would run the risk of becoming overly complicated.

    While I agree that crafted gear cannot contend with equivalent dropped items, removing choices and decision-making from gear selection is not the best way to improve it.
  12. Danathor Active Member

    I respect you opinion Senjalle, but I still continue to view Catalists more like gems/materia enhancers. The only reason to not use them should be you cannot afford them or cannot find them imho. Take dust of armor for example - it adds a few Armor Class points to an item at the expense of the entire +HP stat. No wonder people trash it if they get it. I'd say if it were useful instead by simply adding ACs people would be more considerate when deciding what to do with it, knowing that even if they could not afford more "juicy" enhance, at least a few ACs could be useful. However, like I said, I'd be willing to go with jewelry methodology, where you do have to think about whether you want this +parry at the expense of some DEX points or not.
  13. Exmortis Well-Known Member

    Great work, and cannot agree with you more, llike you I truely believe in giving up a little to gain more, and jewelry seems to work perfcectly.

    Just doubt with current dev count crafting will see any love, too many would have fit if certain areas do not get all the attention.
    Isoel likes this.
  14. Danathor Active Member

    Hehe, could be true. However I keep hearing they want to "spice up" a game a bit, and this is one of the areas they could look at to entice crowd who are still levelling as well as new players. I mean, a lot of attraction in any MMO is your hunt for better gear, people spend countless hours in dungeons or grinding rep to satisfy their urge to outclass their peers. If armor dusts become viable like jewelry ones, I can imagine some players going after them with renewed vigor, whether via harvesting or dungeon crawling for deconstructable items, as some of these dusts are quite rare. I keep hoarding mine hoping this would come true some day.
  15. Danathor Active Member

    I have posted this issue separately in support forums here with some screeshots -

    https://forums.station.sony.com/vg/...nental-effect-not-stacking.70881/#post-775237

    but to summarize: from what I observed:
    (a) Conti effect does not stack from items like rings even if items are not identical but share same enhancement.
    (b) + damage effect does not aplly at all, from any items.

    Correct me if I am wrong, but that is what I was seeing when experimenting with crafted items. Pretty sad if true given all the hype the change received.
  16. Calisthra Member

    If I recall correctly, the failed stacking of continental effect on jewelry is a known 'feature' that should be addressed at some point in the [near?] future. Can't say the same for the +damage stacking issue although that would be another biggie that needs to be looked into.

    With crafted items standing on the precipice of useless compared to similar level drop items, these bugs push it over the edge. I have to admit to not paying attention to the truth of the stat issue.... I just took the numbers stated as accurate and forged ahead without checking. I'll be looking a bit more carefully next time I log into my characters now.

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