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Post by achilles73 on Mar 17, 2017 16:59:36 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. Yes, now I might actually use heavy armor!
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matrim
Star Hero
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Posts: 708
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Post by matrim on Mar 17, 2017 19:39:26 GMT -5
Crafting as I understand it: Every weapon, shield, and piece of armour that has no yellow writing (so goodbye lategame robes and some shields) has 3-5 different crafted versions. When you put in an item to tune the crafting process the results of it are added and the item is produce. Things that have no effect are the strength of the item using to tune in and of itself, just what it makes the resulting item score. For example, putting in 5 fire damage and 50 fire damage will likely create the same item. The main take away is that you are not making a permanently weaker equipment by using a weaker item for tuning. Now, how a weapon is scored: Say you are crafting Leather Armour. There are 4 varieties (I am making all these numbers up). 1. 28 armour, 6 fire damage, 3 parry, 3 dodge 2. 30 armour, 8 ice damage, 5 dodge, 5 stealth 3. 30 armour, 40 health, 40 SP, 3% SP drain 4. 28 armour, +1 MP, 5 dodge, 6 Resist All These results are fixed and it does not matter what item you use, you will never get anything better or worse while crafting Leather armour. Now for scores. Your tuning item has 4 fire damage and 4 ice damage So Armour 1 gets 4/6 fire, 0/3 parry (none in the item), 0/3 dodge = 0.66 Armour 2 gets 4/8 ice damage, 0/5 dodge, 0/5 stealth = 0.5 Armour 1 is the result because it has the higher score. Another example, you use an item with 1 MP, 70 health, and 10 elemental damage, and 2% SP drain Armour 1 gets 6/6 fire, 0/3 dodge, 0/3 parry = 1 Armour 2 gets 8/8 ice, 0/5 dodge, 0/5 stealth = 1 Armour 3 gets 40/40 health, 0/40 SP, 2/3 SP drain = 1.66 Armour 4 gets 1/1 MP, 0/5 dodge, 0/6 Resist All = 1 Armour 3 gets crafted because it has the highest score. Where a tie results (or 0s across the board) a random result is made (theoretically, although I think this needs to be patched because at least with every time I try it is a fixed result of one of the armours, so for instance armour 1 results every time even though armour 1 and 3 tie and I will never see 3)
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Post by fallen on Mar 17, 2017 20:05:06 GMT -5
matrim - nicely said! The only thing I'd change is ... Another example, you use an item with 1 MP, 70 health, and 10 elemental damage, and 2% SP drain Armour 1 gets 6/10 fire, 0/3 dodge, 0/3 parry = 0.6Armour 2 gets 8/10 ice, 0/5 dodge, 0/5 stealth = 0.8Armour 3 gets 40/70 health, 0/40 SP, 2/3 SP drain = 1.23Armour 4 gets 1/1 MP, 0/5 dodge, 0/6 Resist All = 1 The comparison of stats is <lower value> / <higher value> regardless of whether the value is on the Tuner or the result. In the case of a tie in v4.3.1 it is not random. In the case of a tie in v4.3.3 (upcoming), it is random between the tied parties.
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Post by amongstshadows on Mar 17, 2017 20:31:59 GMT -5
fallen - correct me if I am wrong, but if I'm trying to increase a specific stat (let's say a spiked shield, and I want more parry), it would be better if I use a tuning item with fewer bonuses (+3 parry and +3 dodge) rather than an item with more bonuses (+3 crit%, +3 parry, +3 dodge). Wouldn't using the prior tuning item make it more likely that I get the bonus Parry?
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Post by fallen on Mar 17, 2017 21:37:18 GMT -5
Yes.
In fact, the best item you could find would be a +X Parry item. No other bonuses. That gives your tuning lightning focus.
This becomes harder and harder throughout the game.
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Nathan
Consul
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Posts: 146
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Post by Nathan on Mar 18, 2017 6:45:29 GMT -5
fallenBased on that, and assuming %Crit was on a potential weapon outcome, using a tuning item that has 6 Dmg and 4% Crit, would be ideal to target the % Crit as the Dmg stat would be ignored, correct?
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Post by achilles73 on Mar 18, 2017 10:30:05 GMT -5
Crafting as I understand it: Every weapon, shield, and piece of armour that has no yellow writing (so goodbye lategame robes and some shields) has 3-5 different crafted versions. When you put in an item to tune the crafting process the results of it are added and the item is produce. Things that have no effect are the strength of the item using to tune in and of itself, just what it makes the resulting item score. For example, putting in 5 fire damage and 50 fire damage will likely create the same item. The main take away is that you are not making a permanently weaker equipment by using a weaker item for tuning. Now, how a weapon is scored: Say you are crafting Leather Armour. There are 4 varieties (I am making all these numbers up). 1. 28 armour, 6 fire damage, 3 parry, 3 dodge 2. 30 armour, 8 ice damage, 5 dodge, 5 stealth 3. 30 armour, 40 health, 40 SP, 3% SP drain 4. 28 armour, +1 MP, 5 dodge, 6 Resist All These results are fixed and it does not matter what item you use, you will never get anything better or worse while crafting Leather armour. Now for scores. Your tuning item has 4 fire damage and 4 ice damage So Armour 1 gets 4/6 fire, 0/3 parry (none in the item), 0/3 dodge = 0.66 Armour 2 gets 4/8 ice damage, 0/5 dodge, 0/5 stealth = 0.5 Armour 1 is the result because it has the higher score. Another example, you use an item with 1 MP, 70 health, and 10 elemental damage, and 2% SP drain Armour 1 gets 6/6 fire, 0/3 dodge, 0/3 parry = 1 Armour 2 gets 8/8 ice, 0/5 dodge, 0/5 stealth = 1 Armour 3 gets 40/40 health, 0/40 SP, 2/3 SP drain = 1.66 Armour 4 gets 1/1 MP, 0/5 dodge, 0/6 Resist All = 1 Armour 3 gets crafted because it has the highest score. Where a tie results (or 0s across the board) a random result is made (theoretically, although I think this needs to be patched because at least with every time I try it is a fixed result of one of the armours, so for instance armour 1 results every time even though armour 1 and 3 tie and I will never see 3) Thanks for the comprehensive explanation. Now, if only weapons & armor can be enchanted - and each item type only has 3-5 possible outcomes - then it would be rather easy to discover and list all possible outcomes?
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Post by achilles73 on Mar 18, 2017 10:32:30 GMT -5
fallen - correct me if I am wrong, but if I'm trying to increase a specific stat (let's say a spiked shield, and I want more parry), it would be better if I use a tuning item with fewer bonuses (+3 parry and +3 dodge) rather than an item with more bonuses (+3 crit%, +3 parry, +3 dodge). Wouldn't using the prior tuning item make it more likely that I get the bonus Parry? But what if the possible outcomes do not include the single stat you want on a tuning item? Perhaps you want 2 desirable stats on your tuning item, to increase the chance the outcome will have at least one of the desirable stats you wanted?
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Post by fallen on Mar 18, 2017 11:02:40 GMT -5
fallenBased on that, and assuming %Crit was on a potential weapon outcome, using a tuning item that has 6 Dmg and 4% Crit, would be ideal to target the % Crit as the Dmg stat would be ignored, correct? Yep. A +Dmg just results in a score of 0. Doesn't have any effect, bad or good.
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Post by fallen on Mar 18, 2017 11:03:15 GMT -5
fallen - correct me if I am wrong, but if I'm trying to increase a specific stat (let's say a spiked shield, and I want more parry), it would be better if I use a tuning item with fewer bonuses (+3 parry and +3 dodge) rather than an item with more bonuses (+3 crit%, +3 parry, +3 dodge). Wouldn't using the prior tuning item make it more likely that I get the bonus Parry? But what if the possible outcomes do not include the single stat you want on a tuning item? Perhaps you want 2 desirable stats on your tuning item, to increase the chance the outcome will have at least one of the desirable stats you wanted? Yes, that is another way to approach it. Put in a +Lit Dmg and +SP Drain tuner, and you are likely going to get one of those two on the result! This is also a very good way to approach it.
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Post by richard on Mar 19, 2017 19:13:38 GMT -5
Infantry Hammer 43-67 tuned with Torc +2 Acc and 3% sp drain
Got Infantry Hammer 43-67 with 120Max sp, 14Ice +5% sp drain
For Fyona, the Ice damage is not really hepful. The sp drain sure is
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Post by amongstshadows on Mar 21, 2017 2:06:25 GMT -5
When enchanting stealth based armors, the +evasion and +stealth bonuses are removed. Is this a bug or intentional? As things are right now, stealth based armors are the worse to craft
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Post by fallen on Mar 21, 2017 10:35:51 GMT -5
When enchanting stealth based armors, the +evasion and +stealth bonuses are removed. Is this a bug or intentional? As things are right now, stealth based armors are the worse to craft It seems like a bug, but I haven't dug into it yet. It is on my list to investigate.
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Post by wascalwywabbit on Mar 21, 2017 11:03:14 GMT -5
When enchanting stealth based armors, the +evasion and +stealth bonuses are removed. Is this a bug or intentional? As things are right now, stealth based armors are the worse to craft It seems like a bug, but I haven't dug into it yet. It is on my list to investigate. Shield getting acc may be part of it too? Only crafted one spiked shield but now it reads 1 acc in white text.
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Post by fallen on Mar 21, 2017 11:56:13 GMT -5
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