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Post by fallen on Dec 31, 2016 1:47:59 GMT -5
Another thought I had dreaming about this: Now the magic store option is far superior to the Heartbeats? Not sure why you would say that? For tuning, you'd want to use specific magic items with limited stats (+Lit Dmg) so that you can ensure you get something that you want out. If you fed it powerful, diverse items, you're tuning process is going to be less valuable. The power of the item returned is not determined by the power of the magical item you use for tuning. It is determined by the level of the mundane item you put in. So actually, a mundane weapon/armor store will be more valuable.
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matrim
Star Hero
[ Patreon ]
Posts: 708
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Post by matrim on Dec 31, 2016 2:04:56 GMT -5
Details on the crafting system are scant. All I see in this thread are that magical effects can be added to mundane items and that combining the exact same items will produce the same results. I suspect that it will be balanced very well given the TBs track record but it will also be complicated (given the TBs track record).
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Post by wascalwywabbit on Dec 31, 2016 3:17:12 GMT -5
fallenSay I had a: fate's eye shield: 9 parry, 8% auto block and 16 res, but I wanted a: fate's dance shield: 11+2 parry, 14% auto block and 16 armor... Would I give the shield (fate's eye) and a parry and/or armor item (no matter how weak) and 2-3 bloodstones to probably get the fate's dance since it's based primarily on the shield type?
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Post by sandman68 on Dec 31, 2016 5:38:00 GMT -5
ATM my group has 27 Bloodstones and 119 Moonstones.
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Post by achilles73 on Dec 31, 2016 9:59:10 GMT -5
Another thought I had dreaming about this: Now the magic store option is far superior to the Heartbeats? Not sure why you would say that? For tuning, you'd want to use specific magic items with limited stats (+Lit Dmg) so that you can ensure you get something that you want out. If you fed it powerful, diverse items, you're tuning process is going to be less valuable. The power of the item returned is not determined by the power of the magical item you use for tuning. It is determined by the level of the mundane item you put in. So actually, a mundane weapon/armor store will be more valuable. Hmmm, ok. So two follow-up questions then: 1. Does only one stat from the magical weapon get transferred to the mundane weapon? For instance, if the magical weapon has +5 crit and +5% SP drain, then does only one of them make it to the mundane weapon? 2. Does the stats of the magical weapon not matter at all? For instance, if one magical weapon has a +10 crit and another magical weapon has a +5 crit, then the magical weapon with the +10 crit is NOT necessarily better?
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Post by achilles73 on Dec 31, 2016 10:07:04 GMT -5
Also, I really wish the extra Bloodstones come to Steam players via a DLC form. That extra 20 is huge, and it may mean being able to outfit your entire team or not - though I guess it would be a different story if Moonstones were to become convertible.
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Post by fallen on Dec 31, 2016 10:29:26 GMT -5
No stats from the magical item will be transferred directly to the crafted item. The magical item is provided as a tuning item. If you want a Crit % weapon, then you'd do best to put in a Crit % magical item. No promises you'll get one, but the tuning will help focus the crafting effort.
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Post by fallen on Dec 31, 2016 10:30:30 GMT -5
Details on the crafting system are scant. All I see in this thread are that magical effects can be added to mundane items and that combining the exact same items will produce the same results. I suspect that it will be balanced very well given the TBs track record but it will also be complicated (given the TBs track record). We will do our best, but we're also limited by the reality of a game coming up on its 3rd birthday.
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Post by achilles73 on Dec 31, 2016 10:44:37 GMT -5
No stats from the magical item will be transferred directly to the crafted item. The magical item is provided as a tuning item. If you want a Crit % weapon, then you'd do best to put in a Crit % magical item. No promises you'll get one, but the tuning will help focus the crafting effort. I see; thanks. I guess a certain degree of unpredictability should be expected of magic; and it will help game-play, too - as long as the result is not continual frustration!
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Post by fallen on Jan 9, 2017 22:08:09 GMT -5
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Post by fallen on Feb 16, 2017 22:12:05 GMT -5
I officially just crafted my first weapon.
I put in a tuning gear with +Dmg and +Crit.
I got out a weapon with +Crit and + Fire. Wohooooo!
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Nathan
Consul
[ Patreon ]
Posts: 146
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Post by Nathan on Feb 19, 2017 6:32:47 GMT -5
In case you are still looking for these numbers, I'm in the Kiresh Highlands and have 45 Moonstones (plus the 80 that I used) and 28 Bloodstones (I have been wondering all game what these were for). As for the crafting idea, it has a lot of potential, and I'm looking forward to seeing how it turns out - congrats on your first official craft!
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Post by fallen on Feb 19, 2017 10:14:56 GMT -5
Nathan - awesome, nice number of Bloodstones. From all the numbers we've received, I've decided to stick to a flat 2 Bloodstone cost to craft anything.
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Post by amongstshadows on Feb 21, 2017 2:04:27 GMT -5
Nathan - awesome, nice number of Bloodstones. From all the numbers we've received, I've decided to stick to a flat 2 Bloodstone cost to craft anything. Maybe extra bloodstones could increase potency? Or 5 bloodstones to guarantee enchantment?
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Post by fallen on Feb 21, 2017 2:08:07 GMT -5
Nathan - awesome, nice number of Bloodstones. From all the numbers we've received, I've decided to stick to a flat 2 Bloodstone cost to craft anything. Maybe extra bloodstones could increase potency? Or 5 bloodstones to guarantee enchantment? 2 Bloodstones will always guarantee an enchantment. Considering the cost and their scarcity, I don't think we want to mess with any chance of failure. The tuning item is your chance to sway the crafting one way or another. Hopefully this will be live very soon!
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