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 Post subject: Re: On Enchanting
PostPosted: Thu Oct 13, 2011 7:32 am 
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I disagree. I think the end game balance will be exactly the same, because there are already players who don't settle for having less than 100+ enchants on their armor. The only balance that will change if its done correctly will be the "mid-game" as it were.


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 Post subject: Re: On Enchanting
PostPosted: Thu Oct 13, 2011 7:40 am 
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Dulrik wrote:
I'm just going to interject here that almost any change to enchant armor is going to kick-off a huge series of balance changes. When they finally wound down, how people play the end game would be nearly unrecognizable from what it is now. That doesn't mean I don't want to do it, but it does explain why I haven't touched this even though people have been clamoring for it for years. Once we change this, I'd estimate the fall-out will soak up 6-12 months of coding time.



He specifically said he is going to change it. How can you disagree with that? 6-12 months of coding seems like a lot of changes to me.


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 Post subject: Re: On Enchanting
PostPosted: Thu Oct 13, 2011 8:27 am 
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If enchanting is made target-able with the target chance decreasing per "rune" by 15% starting at 100% on the first rune of a piece of eq, you get:

(assuming targeting MP)
1. 100% chance of MP. 1 rune
2. 85% chance of Mp. 2 runes
3. 70% chance of MP. 3 runes
4. 55% chance of MP. 4 runes
5. 40% chance of MP. 5 runes
6. 25% chance of MP. 6 runes
7. 20% chance of MP. 7 runes
8. 20%* chance of MP. 8 runes
*does not degrade past 20%

As I understand how enchanting is now you have a 1 in 5 chance of getting your desired rune (MP, MR, will, reflex, fort...right?). Now you have a higher chance to get the saves you want up to 4 runes, less than half at 5, and a quarter at 6. 7 runes onward are just as difficult as they are now. Assuming 7 armor slots and 6 jewelry slots at four runes each this is 52 runes in no more than 52 castings. Still takes quite some time to get this, but it's less than current and you don't have to re-gear. Anything past 4 runes is still just as hard to enchant for and becomes a time sink for those who want to have "super suits."

Alternatively you could simply make the target-able chance 50% across the board. 8 enchants targeted for Mp are likely to yield a 4 mp 4 other saves.

I really don't see this as messing up balance for anyone, seeing as how 52 runes is not a huge amount of saves (based on numbers I am reading earlier in thread) and it's still difficult to get 100+ saves. Tweak how you will.

Less time for four runes of my desired save is all I really want since I have to juggle school and two jobs with SK.

edit: changed the % chances from rune 7 onward


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 Post subject: Re: On Enchanting
PostPosted: Thu Oct 13, 2011 10:49 am 
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Edoras wrote:
It would also be great if this change also made higher level items have a much lower change of exploding so that you could actually reward people who go get the "hard to get" armor in the game instead of punishing them by making them have to either A) settle for terrible enchantments or B) make a group of 6 people wait around while they kill some deadly NPC 10 times to get a suit that works well. Places like the Iron Citadel and Dreamscape are almost completely a waste of time to travel to, because the armor there has been improved by IMMs who put max AC, 4 MP armor on NPCs that can be traveled to in 10 minutes from recalling while solo, or summoned.


Once upon a time the Iron Citadel loot was really good, and worth the effort to go there. But then some dumbass took the nerf bat to it, thinking that people shouldn't be able to get any better loot in a more dangerous area, than a hop, skip, and jump away from a city.


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 Post subject: Re: On Enchanting
PostPosted: Thu Oct 13, 2011 10:55 am 
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ninja_ardith wrote:
Edoras wrote:
It would also be great if this change also made higher level items have a much lower change of exploding so that you could actually reward people who go get the "hard to get" armor in the game instead of punishing them by making them have to either A) settle for terrible enchantments or B) make a group of 6 people wait around while they kill some deadly NPC 10 times to get a suit that works well. Places like the Iron Citadel and Dreamscape are almost completely a waste of time to travel to, because the armor there has been improved by IMMs who put max AC, 4 MP armor on NPCs that can be traveled to in 10 minutes from recalling while solo, or summoned.


Once upon a time the Iron Citadel loot was really good, and worth the effort to go there. But then some dumbass took the nerf bat to it, thinking that people shouldn't be able to get any better loot in a more dangerous area, than a hop, skip, and jump away from a city.


Oh the times..they are ah changin.


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 Post subject: Re: On Enchanting
PostPosted: Fri Oct 14, 2011 7:56 am 
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After the first four enchants it should get harder to aim the enchants. As it is now you need like 3 pieces of ada that start a 4mp just to get one that has 5-6, and i think that's roughly how long it should take. But I agree it should be easier to get a piece of adamantite that starts with 0, up to 4 mp, after that all bets are off.


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 Post subject: Re: On Enchanting
PostPosted: Fri Oct 14, 2011 11:01 am 
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Rial wrote:
After the first four enchants it should get harder to aim the enchants. As it is now you need like 3 pieces of ada that start a 4mp just to get one that has 5-6, and i think that's roughly how long it should take. But I agree it should be easier to get a piece of adamantite that starts with 0, up to 4 mp, after that all bets are off.


That's all we're asking for.


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 Post subject: Re: On Enchanting
PostPosted: Sat Oct 15, 2011 5:55 pm 
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Perhaps a better change to enchant would be to make it so the spells turn mundane equipment usable, average equipment good, good equipment awesome, and make it so the awesome equipment cannot be made untouchable. Basically allow those who wish to enchant have the ability to turn what is considered junk equipment into something competative and leave the high end stuff unaffected by enchant or have an exceptionally low chance of any success.

Yeah I always want to wimp the game, that way you have the choice to either gather some easier to get equipment and invest hours making it good, or risk the dungeons to raid for the good equipment.

Gives people a more level playing field than going out and grabbing all the elite of elite and being able to make yourself nigh invulnearable, SPOON!


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