crafted & enchanted only VS drop only items

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eggmceye
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crafted & enchanted only VS drop only items

Post by eggmceye »

I'm working on bringing back some enchanting as it was.

It will be a table of which materials you can craft & enchant and which materials are drop only. The idea is that some materials are ench only and some are drop only. This should give reason to craft and hunt.

Example, not final:

addled, runed, vamp, addy - drop only
silver, ven, br - craft only



Also, there is actually a LOT of room for material expansion. There are base materials, and derived materials. We all know that addled is actually just iron renamed.

Current unused base materials:

WEAPONS:
brass
bone
crystal

ARMOUR:
bone
brass
crystal
vamp
ven
zinc
iron
steel

If all of these had unique properties AND were mutually exclusively craftable and findable, then this might be an improvement.
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TheCrusher
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Post by TheCrusher »

Some possibilities -

WEAPONS:
brass - 75% faster attack, 50% reduced damage
bone - 25% faster attack, 25% increased damage
crystal - 2-5% hp/mana leech, 15% faster attack, 15% increased damage
ARMOUR:
bone: light armor
chest piece - +6% damage absorbtion
other pieces - +3.5% damage absorbtion
* full set would give u 20% damgage reduction


brass - cant think of anything at the moment

crystal: sounds like it should be heavy armor - but i think it should be useable my mages so i'm torn
chest piece - +6% hp/mana
other pieces - +3.5% hp/mana
* full set would give u +20% hp/mana bonus


vamp: light armor
chest piece - 4% of enemy damage converted to hp
other pieces - 1.5% of enemy damage converted to hp
* full set would give u 10% enemy damage converted to hp


venomous: heavy armor
chest - 16% chance to poison enemy when hit
other pieces - 9% chance to poison enemy when hit
* full set would give 50% chance to poison enemy that hits u


zinc :
replacing with barbed cause zincs a rather uselss armor material-

barbed: - only applies to melee damage
chest - returns 10% of of damage to enemy
other pieces - returns 5% of damage to enemy
* full set would give 30% of damage back at the enemy.

iron - cant think of anything at the moment

steel: heavy armor
chest - 6% bonus to strength
other pieces - 3.5% bonus to strength
* full set would give +20% bonus to strength


all of these could also just be new enchantments ( except the weapons)
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Dudle
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Some Ideas

Post by Dudle »

Brass Armor could allow faster movement than its weight and therefor better dodging - small chance of attacks missing/glancing.

While Iron could have a chance of blinding or stunning the attacker.

Dudle
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eggmceye
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Post by eggmceye »

ok so what I'm going to do as initial steps:

* remove requirement to repair an item with the right colour hammer
* remove vamp hammers and tools
* remove addy hammer if there are any (not needed for repairing)
* remove veno drops (then craft only)
* remove BR drops (then craft only)
* remove
* add way to enchant crafted items, and not allowed to enchant dropped materials at all

then later:
* add steel, brass crafts
* add crystal, bone drops


so as a rough guide to dropped & crafted materials

craft only:
- brass, copper, silver, gold, Blackrock, veno, studded, crystal

drop only:
- runed, addled, barbed, vamp, addamantium, bone, diamond, glass
Gulnar
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Post by Gulnar »

Wanted to think more about this before posting, but if change is immanent...

Vampy is uber for fighter rogues, but BR is uber for mage staves. Would it be possible to make vampy staves craftable, BR staves drop only, and have vampy fighter/rogue gear drop only, BR rogue/fighter stuff craftable? I know this gets more complicated with regards to tools and crafting/enchanting rules.

At any rate, overall, I like the idea of vampy being drop only. If making BR staves (but not BR fighter/rogue weps) drop only wouldn't work easily, what about making all BR drop only, and maybe making barbed (or another tint in the current drop only list) craftable?
Jaral
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Post by Jaral »

Gulnar makes a good point, but its probably easier and less confusing to adjust the effects of BR and vamp in staves than to make special crafting and drop rules for them. Vamp staves could return a little more % than they do now, making them uber. Ebony could be adjusted down if needed.
Jaral
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Post by Jaral »

I reworked my enchanting idea to work with this craft only/drop only model. Btw, bubbl.us rocks. I love it.

http://bubbl.us/view.php?sid=34279&pw=y ... b3BrenNPdw

Basicly enchanters could craft Wand of Enchant [blah], where blah is any type of enchantment. These wands would randomly add +1 to the appropriate enchant on an item or destroy it. Ingredients are obvious: enchanted wood, appropriate stone, appropriate shard, +something else, whatever. The wand would either be single-use or have a random chance of breaking. There could be lesser and greater wands crafted at different enchanting levels with different maximum enchanting levels. There are lots of options for how this could be set up.

Pros:
-Easy to make low level enchants, but requires hunting high level monsters to make greater wands for better eq.
-A good way to use up all those stones left over from disenchanting: make wands!

Cons:
-If stones from disenchanting are required to make these wands, high level players will have a high demand for items to disenchant. This could lead to them grinding low level zones for items, which would suck for people trying to level in those zones. You could concievably use the levels of stones again.. this would essentially be bringing back old enchant with a higher failure rate.
-It is still possible to craft a "perfect" set of eq, although drop only item materials fixes this to a large degree.
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Keighn
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Re: crafted & enchanted only VS drop only items

Post by Keighn »

*bump
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eggmceye
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Re: crafted & enchanted only VS drop only items

Post by eggmceye »

please start a new thread, I'm deleting your bump and locking this thread in a day or two
bumping a 6 yr old thread, seriously ?
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