Crafting and salvage

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Crafting and salvage

Postby Tolakram » Fri Sep 14, 2012 5:57 pm

So I made a change that boosts your crafting level in any skill that is "maxed out" so you don't have to train all the way to 1300 just to salvage level 81 gear.

This has me thinking of bonuses, which I can add in the same place, to boost crafting skills. I'm not sure it's a very good mechanic, but imagine making a crafter suit that does nothing but boost all crafting skills so you don't have to skill up?

Go ahead, yell at me. :)
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Re: Crafting and salvage

Postby Lurikhaun » Fri Sep 14, 2012 6:24 pm

Make things like Malus Hammers, Socket Drill, Socket Wrenches, Combiners craftable with an ingredient that is stackable and drops off level 80+ mobs for increasing values for rarity/cost.
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Re: Crafting and salvage

Postby Lurikhaun » Fri Sep 14, 2012 6:29 pm

Oh my bad, misread, haha...

Yeah a crafting bonus would be cool.. but it would kind of make crafting not something you train up anymore...

What I would like to see is 100% chance to level from crafting something. And the bonus to crafting can provide chance for +x bonus levels gained. Meaning that you will always level from 500 to 501 when crafting but you have an additional chance (maybe 25%) to gain X amount of levels, and make it cap at like 10. Dunno if that would be possible.
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Re: Crafting and salvage

Postby Lurikhaun » Fri Sep 14, 2012 6:35 pm

Basically what I would like to see is the ability for someone to cap all of their crafting abilities in like 4-6 hours total. Make it a normal component of the game to spend some time crafting.
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Re: Crafting and salvage

Postby Gerk » Sun Sep 16, 2012 9:22 am

Why not make it 1 for 1? When you gain a level in any craft you gain a level in everything? Would save hours of tryin to get that 1 last point in woodworking!! or a trinket with + all craft skills, would take a few +255's to get 1300 though. could do a multiplying thing like +130 from trinkets is 1300 skill.

sorry this post probably makes no sense lol, i removed my brain/finger filter and the crap just flows on out :mrgreen:
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Re: Crafting and salvage

Postby Lurikhaun » Sun Sep 16, 2012 6:56 pm

I dunno, I am pretty much against handing out all the crafting levels as a drop bonus (that would be way to easy). But if it capped at +500 I would be alright with it. It takes a decent amount of time to get to level 500-700 but not too much time.
If it were only 1 piece per level it takes roughly 1300 crafts to max crafting and I think that would be ideal.
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Re: Crafting and salvage

Postby Gerk » Thu Oct 11, 2012 7:39 pm

Would a trinket that decreases craft and salvage speed be possible or is that a really bad idea?
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Re: Crafting and salvage

Postby ruw » Fri Oct 19, 2012 12:18 pm

The time used to become 1000+ is all rigth. It varries between 6 to 15 houres, using guilds crafting buff.

It seems that the first 2 secondary skills raices like intended to 1300 once reaches 1166. The next secondary skills stuck in a way in not ricing beyond 1166. In my case there are 2 allready stuck at that value.

Most players ask for trinkets which raices the crafting abilities. I would like to see a trinket wich lowers the crafters ability, so one can use lower skill levels to get over the 1166 more easely. Just like 1000 skill - 200 (trinket) = 800 skill and when the trinket is layed beside the skill becomes 1166 + bonus, when one reaches 1000 (with trinket) again.

There are still recipes which need to get a overlook. Basecrafting at all seems to be broken in any crafting line.

There is still the material asterite_metal_bars3 needed in alchemy recipe "reactive ablative arcanium armor tincture Reactive Effects".

Charname: Hellas
Weaponcraft 1061
Amorcraft 1126
Siegecraft 1 - not implemented
Alchemy 1100
Metalworking 1300
Leathercrafting 1300
Clothworking 1166
Gemcutting 1004
Herbcraft 1100
Fletchering 1004
Spellcrafting 1004
Woodworking 1166
Basic Crafting 1 - not implemented
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