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Post by En1gma on Mar 13, 2017 22:09:24 GMT -5
What you get from your local blacksmith?! Maybe a little spacing issue, fallen, but this Bow is awesome
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Post by En1gma on Mar 13, 2017 22:13:54 GMT -5
I would love the option to rename a crafted item...
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Post by fallen on Mar 13, 2017 23:42:49 GMT -5
I would love the option to rename a crafted item... I've considered going through the effort to give them all kickass names. There is no way that we can allow you to rename them, not possible in the saved game format. The late game crafting stuff is very powerful
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Zhivago
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Post by Zhivago on Mar 14, 2017 0:35:00 GMT -5
I would love the option to rename a crafted item... I dub thee the (Really) Great Bow of Tremendous Awesomeness.
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tran
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Post by tran on Mar 14, 2017 9:57:45 GMT -5
I am thinking of us having a CRAFTING GUIDE, and before you ask, no, don't find all those mundane gears and craft them with your limitted suppy of bloodstone; instead, have a formula of what item + that magical gear = these bonuses. I found that some gears could only gain 2-3 set of bonuses despite the magical item you used to craft it. For example, I try the behemouth shield at Freeport (at least I think that is its name) and despite my effort to try different thing, it only gives 500 hp, 4 crit and some range auto block; the savage shield (round type) would give dodge, crit and auto block instead; and 1ap dagger tends to always give dodge bonus or sealth, depends on the magical attunement;...
So, if anyone wanting to make this guide, it would be golden. You could make a tip and technique post, craft and write down some formula you experience, and having others sharing their crafting results there and slowly finishing the guide
I truly think that this could be as informative as our other guides, so once again, *cough* mr Robinson *cough*
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Post by En1gma on Mar 14, 2017 10:19:25 GMT -5
Also-- post your gear here so we can see what we get. I know I forgot with my two above, but I'll keep track going forward.
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matrim
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Post by matrim on Mar 14, 2017 11:32:14 GMT -5
I boosted in a couple of groups and crafted a bunch of scything daggers. They all came up the same regardless of "tuning". Just from my preliminary observations it seems that each piece of gear has a "crafted" version that MIGHT vary based on the tier of accessory you put into it (tier can be found by noting the selling price of the accessory). This is a very shallow first impression observation but at least with scything dagger I have not found an item that changes its forged form.
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phaze
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Post by phaze on Mar 14, 2017 11:44:21 GMT -5
These items are 😳.
Crafting in Ep 3 and 4 will totally change the game experience judging by these items. The dagger on my dodge Kincaid would be insane.
So excited to give a whirl once my phone updates.
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Post by fallen on Mar 14, 2017 12:03:50 GMT -5
phaze - can't tell what type of face that is
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Post by fallen on Mar 14, 2017 12:05:44 GMT -5
I boosted in a couple of groups and crafted a bunch of scything daggers. They all came up the same regardless of "tuning". Just from my preliminary observations it seems that each piece of gear has a "crafted" version that MIGHT vary based on the tier of accessory you put into it (tier can be found by noting the selling price of the accessory). This is a very shallow first impression observation but at least with scything dagger I have not found an item that changes its forged form. There are 3-5 types of possible crafting results for every mundane weapon, armor, and shield in the game. Therefore, the power of the result is based on the power of the mundane item you provide, not the tuning gear. If you provide a tuning item, it matches to the most closely attuned result. It generates a score by comparing all magical effects (i.e. if the ring has +10 Fire and the crafting result has +10 fire, you'd get a +1 score ... if the ring has +5 Fire and the crafting result has +10 Fire, you'd get a +0.5 score). All effects (dodge, fire, fire res, +HP, Move Points, SP Drain, etc) are scored (from 0 to 1) and the crafting result with the highest score is provided. If you do not provide a tuning item, you get a random result from the set of 3-5. matrim - it sounds like you either got the same random draw a few times, or provide tuning items that lead you to the same result. Due to the game's saved format, it was impossible to actually do truly dynamic crafting (item + completely randomized magical effect).
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matrim
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Post by matrim on Mar 14, 2017 12:58:20 GMT -5
I think I see how it works now. My head is swimming with the possibilities...this is an awesome update fallen and Cory Trese! The weapons (which I have been focusing on) are VERY strong. Some things to note: Rogue armour and some early robes lose their innate evasion bonus and stealth bonus The upgraded mundane weapons you can find in some chests seem to have no effect on the crafting result (so store bought weapons function the same as found weapons) Some results you might be looking for are a bit counterintuitive. For example, tuning a sai sword with an offensive item (ele damage and sp drain) produces a weapon with 21-26 +6 fire, holy, ice damage, 10 lightning, and 3 sp drain while tuning it with a defensive item (dodge in this case) produces a sword with 27-32 +10 ice damage, +5 dodge, and 4% sp drain. The second is very nice with the higher base and top end damage although a case could be made for the other if you have lots of elemental damage.
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Post by En1gma on Mar 14, 2017 13:01:07 GMT -5
I would love the option to rename a crafted item... I've considered going through the effort to give them all kickass names. There is no way that we can allow you to rename them, not possible in the saved game format. The late game crafting stuff is very powerful There is a weapon name generator on the Seventh Sanctum website which might help crank a few of them out or help with inspiration for them. These are so epic that not having proper makes for them seems an injustice.
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Post by fallen on Mar 14, 2017 13:08:29 GMT -5
matrim - glad the explanation helped. Dungeon found weapons craft in the same fashion as store bought weapons - exact same set of rules. However, their crafting results overlap. In all cases, the stats of the mundane armor or weapon are subject to change (usually for the better, not always) upon crafting. Getting these nuggets of gold into a crafting guide would be wise
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matrim
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Post by matrim on Mar 14, 2017 13:48:19 GMT -5
This is a situation where you will want to keep all your accessories to make sure you get the right combo to tune your item. I am pretty sure now that if you know what item you want to craft, you can tune the process to achieve it easily enough. For instance, if you want a great scything blade (and who doesn't!?) then you look at the crafting guide. On there you see 3 varieties (all that I have noticed thus far): 23-40 12 lit, 2% crit, 5% sp drain, 19-38 12 fire, 5% crit, 3 parry/dodge, 5% sp drain, 19-42 12 ice, 2% crit, 6 dodge, 5% sp drain. Say you want the lightning damage one because you have Vincent using Thundering blades and it will stack nicely. The accessory you feed into it needs to have lightning damage in a bigger supply than fire damage/parry/dodge and ice damage/dodge. An example, fictional item I put in might have 12 lightning damage, 4% sp drain. You would get the lightning variety you want. Now if I fed in an item that has 5 elemental damage and 3 parry however I would get the fire variety (because 5 lightning damage < 5 fire + 3 parry numberwise). You are looking for a tuning item that includes the stats of the result you want but EXCLUDES the stats of the result you don't want. In the case of this weapon, crit% and SP drain are all weighted the same as all 3 varieties have it. Something that is not clear at this point is how the points are weighted. So would 1 dodge = 1 fire damage = 1 move point for tuning purposes? Probably not, which is why you want to avoid the stats of varieties of items you don't want.
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phaze
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Post by phaze on Mar 14, 2017 14:16:25 GMT -5
The expression was one of surprise and drool.
Crafting definitely changes the game. I have had too many experiences of random loot leaving you high and dry. For example, little parry and dodge gear at the end of episode 1 and through 2 that leaves your Avoidance character flimsy.
Also, tuning sp drain onto current weapons as opposed to praying for the right weapon drop is a godsend for efficiency.
Or late game, elevating crit levels on equipment is tantalizing.
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