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Post by fallen on Mar 14, 2017 14:55:17 GMT -5
phaze - glad to hear it was drool Yeah, I think the greateset part of the crafting system is going to be filling those gaps when the loot system just isn't doing it for you. With a limited number of Bloodstones, you'll have to pick and choose what items and when carefully, but I think it adds a whole new dimension to how to play and master the game. I think its crazy good for Nightmare, when being left high and dry by the loot system can cost you the game!
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Post by fallen on Mar 14, 2017 15:02:18 GMT -5
matrim - all comparison of magical effects are turned into a score of 0-to-1. So, if you have +1 MP on a Ring and +1 MP on the crafting result, that gets a +1.0. If you have a +200 HP on the Ring and +200 HP on the crafting result, you get a +1.0. If you have +100 HP on the Ring and +200 HP on the crafting result, you get a +0.5. So, a Ring with +1 MP, +2 Dodge, +100 HP vs. Crafting Result with +1 MP, +12 Fire Dmg, and +200 HP = score of 1.5. Same Ring with +1 MP, +2 Dodge, +100 HP vs. Crafting Result of +12 Ice Dmg, +2 Dodge, +75 HP = score of 1.75 You'd get the Crafting Result with the Ice Dmg. Hope it makes sense! So, as you said, the best tuning items are slim. That +2 Dodge prevented you from getting the +1 MP you were obviously trying to get!
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Post by amongstshadows on Mar 15, 2017 0:19:23 GMT -5
matrim - all comparison of magical effects are turned into a score of 0-to-1. So, if you have +1 MP on a Ring and +1 MP on the crafting result, that gets a +1.0. If you have a +200 HP on the Ring and +200 HP on the crafting result, you get a +1.0. If you have +100 HP on the Ring and +200 HP on the crafting result, you get a +0.5. So, a Ring with +1 MP, +2 Dodge, +100 HP vs. Crafting Result with +1 MP, +12 Fire Dmg, and +200 HP = score of 1.5. Same Ring with +1 MP, +2 Dodge, +100 HP vs. Crafting Result of +12 Ice Dmg, +2 Dodge, +75 HP = score of 1.75 You'd get the Crafting Result with the Ice Dmg. Hope it makes sense! So, as you said, the best tuning items are slim. That +2 Dodge prevented you from getting the +1 MP you were obviously trying to get! So if the crafted item gives a smaller health bonus than the tuning item, that counts as 0.75, but if the crafted item gives a larger bonus than the tuning item, it gives 0.50? Why would the better bonus drop the score?
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Post by fallen on Mar 15, 2017 0:28:43 GMT -5
amongstshadows - simply put, the smaller value is divided by the larger value ... +100 HP vs +200 HP ... 100/200 = 0.5 +100 HP vs +75 HP ... 75/100 = 0.75 +200 HP vs +200 HP ... 200/200 = 1.0 +1 MP vs. +1 MP ... 1/1 = 1.0 +1 MP vs. +0 MP ... 0/1 = 0.0 +12 Fire vs +8 Fire ... 8/12 = 0.66 +18 Fire vs +14 Fire ... 14/18 = 0.77 Hope that the examples make it clear!
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phaze
Exemplar
Posts: 368
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Post by phaze on Mar 15, 2017 3:01:22 GMT -5
Downloaded. Testing crafting with boost-ins to get a feel.
So far enjoying the results on bows and shields.
The shields are jaw dropping and likely end game material until Ep 4.
So far two varieties surfaced on the spiked shield. Base parry increased to six. One with 200 hp, 6 dam, 2 crit, and 4 dodge. And one with 100 sp, 6 dam, 2 crit, 8 res all, and 8 sp drain.
I will need to keep testing later, but this is powerful stuff!
Edit- Some additional testing with stealth armor, robes, and weapons. I am mixed on the results for robes and stealth armor. The issue, I think, is that these items already have bonuses that are useful and drop frequently enough. Losing evasion and stealth on an armor is not a clear improvement and robes have good magical properties Ep 2 onward. One can get dodge, parry on these armors but I need to test more. Robes I think are a hard sell for using bloodstones.
Weapons have been interesting. One lesson learned, base damage increases is not guaranteed. The bonuses on weapons can be crazy good, crit chance, crit damage, and sp drain are common. Having added parry and dodge on a weapon is interesting.
Overall, I think crafting weapons will provide the most value to a player if you are not expecting base damage improvements but rather would benefit most from the added attributes to reinforce your build at key points in the game. Crafting results are more powerful than any weapon drops I have seen excluding legendaries. I think crafting would really shine when accessing CoD camp the first time or a specific weapon need in late Ep 2. There are so many battles before getting to Ep 4 that a weapon boost will shine in Ep 3.
Shields are hands down awesome crafted so far. I was always disappointed with shields bonuses until OwH to be honest. They start out well in EP 1 but get little variety until OwH. The 62 hp shield in brunehorn is good as is vlotgars, but shields didn't give much to a non Vraes character, my personal opinion for Kyera as a striker. I like the damage shields but they are few and far in between. Crafting blows this wide open. Kyera and Fyona will get a major boost from this.
Given the limited number of bloodstones, 28 I think with current content, crafting will work best if you can be happy with any variety upgrade and are not looking for 'that one killer item'. The limited bloodstones prevents endless testing in game.
The boost in is limited of course to items available. It seems the base item affects the stats if I understand it correctly. A crafting guide will need examples from across the game to illustrate the different varieties.
Interestingly, the tuning item doesn't need to be high end but rather have specific stats. It is hard to predict the crafting outcome if you toss in an item with Multiple stats. In this case, saving accessories that have specific values is important.
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Post by fallen on Mar 15, 2017 11:04:13 GMT -5
Interestingly, the tuning item doesn't need to be high end but rather have specific stats. It is hard to predict the crafting outcome if you toss in an item with Multiple stats. In this case, saving accessories that have specific values is important. Thanks for the full write up and share! Great to hear your experience is lining up with our goals. On the tuning item -- completely agree. The more focused the item, the more likely the result you wanted and not the other result based on the off-stats.
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Post by samopop on Mar 15, 2017 14:55:42 GMT -5
amongstshadows - simply put, the smaller value is divided by the larger value ... +100 HP vs +200 HP ... 100/200 = 0.5 +100 HP vs +75 HP ... 75/100 = 0.75 +200 HP vs +200 HP ... 200/200 = 1.0 +1 MP vs. +1 MP ... 1/1 = 1.0 +1 MP vs. +0 MP ... 0/1 = 0.0 +12 Fire vs +8 Fire ... 8/12 = 0.66 +18 Fire vs +14 Fire ... 14/18 = 0.77 Hope that the examples make it clear! I love the new crafting system! This makes me want to start new groups again! Let me see if I have it correct with the above rule. I would have thought that you would determine a score as: tuning item divided by crafting result (with all values above 1 set equal to 1 in order to map it to 0-1). However, that only makes sense if the "goal" is to make better items have the highest score. However, with the rule that you describe, I'm guessing the "goal" is to have the highest score most match the tuning item. Is that correct? If so, are all of the "tuned" items roughly equally powerful given the same mundane item input?
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Post by fallen on Mar 15, 2017 16:14:33 GMT -5
samopop - the goal is to provide some reliable way to tune the crafted result. The tuning item you provide is "most like" the result. "most like" is a function of the algorithm we picked. "Higher score" doesn't always equal better, because you have +1 Move Point or +100 HP ... which one is better? I'd take the +1 Move Point usually. Maybe an extended example will help! === Tuning Item #1Ring with +1 Move Points, +2 Dodge, +100 HP Tuning Item #2Cloak with +12 Ice Dmg, +12 Ice Res, +4 Dodge, +4% SP Drain === Possible Crafting Result #1Sword with +12 Fire Dmg, +200 HP, +4% SP Drain, +2% Critical When compared to Tuning Item #1, score = 0.5 because ...+1 Move Points = 0 score (only tuning item has Move Points) +2 Dodge = 0 score (only tuning item has Dodge) +100 HP on Tuner, and +200 HP on the Crafting Result = 100/200 = +0.5 score+12 Fire Dmg = 0 score (only crafting result item has Fire Dmg) +4% SP Drain = 0 score (only crafting result item has SP Drain %) +2% Critical = 0 score (only crafting result item has Critical %) When compared to Tuning Item #2, score = 1.0 because ...+12 Ice Dmg = 0 score (only tuning item has Ice Dmg) +12 Ice Res = 0 score (only tuning item has Ice Res) +4 Dodge = 0 score (only tuning item has Dodge) +4% SP Drain on Tuner and +4% SP Drain on Crafting Result = 4/4 = +1.0+2% Critical = 0 score (only crafting result item has Critical %) === Possible Crafting Result #2Sword with +18 Ice Dmg, +1 Move Point, +2% Drain When compared to Tuning Item #1, score = 1.0 because ...+1 Move Points on Tuner and +1 Move Point on Crafting Result = 1/1 = +1.0 score+2 Dodge = 0 score (only tuning item has Dodge) +100 HP = 0 score (only tuning item has HP) +18 Ice Dmg = 0 score (only crafting result item has Ice Dmg) +2% SP Drain = 0 score (only crafting result item has SP Drain %) When compared to Tuning Item #2, score = 1.16 because ...+12 Ice Dmg on Tuner and +18 Ice Dmg on Crafting Result = 12/18 = 0.66 score+12 Ice Res = 0 score (only tuning item has Ice Res) +4 Dodge = 0 score (only tuning item has Dodge) +1 Move Point = 0 score (only the Crafting Result has Move Points) +4% SP Drain on Tuner and +2% SP Drain on Crafting Result = 2/4 = 0.5 scoreI worked this out by hand ... its a head trip! If you crafted a sword and provided Tuner #1, you'd have gotten Crafting Result #2 (score 1.0) If you crafted a sword and provided Tuner #2, you'd have gotten Crafting Result #2 (score 1.16) I hope this example is illustrative and not just head-spinning
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Post by sandman68 on Mar 15, 2017 17:22:08 GMT -5
sorry for this question, so it is possible to combine Cortias gift with another magic item? I thought i should combine - for example a non magical sword with any magical item in my inventory....
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Post by fallen on Mar 15, 2017 17:46:22 GMT -5
sandman68 - it is not combination, it is tuning. You can craft 1 mundane weapon or armor. You can provide a tuning magical gear. This does not combine the magical properties, it helps to determine the possible outcome (see post above). Legendary Items like Cortias' gift are always going to trump crafted items.
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Post by richard on Mar 15, 2017 18:45:50 GMT -5
So where is the craft guide? I would like to know the possible results
Planning on getting to Granthorn and get heavy armor and craft it to awesomeness for Vraes and Fynona
and do weapons in Brunehorn
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Post by sandman68 on Mar 15, 2017 19:08:37 GMT -5
sandman68 - it is not combination, it is tuning. You can craft 1 mundane weapon or armor. You can provide a tuning magical gear. This does not combine the magical properties, it helps to determine the possible outcome (see post above). Legendary Items like Cortias' gift are always going to trump crafted items. Thanks for your answer fallen. One last joke for tonight: nowadays we have to be careful if something or someone trumps a situation or a gear...
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Post by fallen on Mar 15, 2017 19:34:03 GMT -5
So where is the craft guide? I would like to know the possible results Planning on getting to Granthorn and get heavy armor and craft it to awesomeness for Vraes and Fynona and do weapons in Brunehorn There is no crafting guide at this time.
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matrim
Star Hero
[ Patreon ]
Posts: 708
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Post by matrim on Mar 16, 2017 0:11:14 GMT -5
Crafting some Tulwars and a Scaled Leather Coat (episode 3 start) Results
Something to note is the Coat lost all of its negatives which makes me want to test heavy armour.
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Post by fallen on Mar 16, 2017 0:21:23 GMT -5
Crafting some Tulwars and a Scaled Leather Coat (episode 3 start) Results
Something to note is the Coat lost all of its negatives which makes me want to test heavy armour. Huh, this is odd. I will check into it, maybe a bug. Lots of people have now said how armor were losing properties (Stealth, Evasion, etc).
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