Decay rates way to high :(

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lyrah68
Posts: 893
Joined: Thu Sep 23, 2004 11:45 pm

Re: Decay rates way to high :(

Post by lyrah68 »

Ok for the NON crafter, small lesson on crafting and why harvested ARE better for armor etc.

Number one, the Q number is NOT the end all be all of the FULL quality of gear. The GRADE of the materials IS every bit as important as the quality of that matterial.

I have never seen above FINE grade on a mob, and from what I heard it is that way on the mainland too.

I have some experience in crafting ONLY choice mat gear, and in the same spree xp grinding with the left overs from defending myself to agro mobs. The mob stuff is NEVER fully Q20 or Q 10, but some joke in the middle, all this does is DEGRADE the full Q number of anything else that it does into. Like using dirty water to make tea, it tastes AWFUL and looks even worse.

I have made a mob dropped mats dagger that was OK in speed and damage, then made a CHOICE only best matterials for a weapon (there are different mats for different uses, and it is best to figure out which is which and FAST). The CHOICE only dagger was twice as fast and twice as damaging. That is FULLY how much of a difference GRADE of materials can make (and skill of the crafter in knowing what materials to use for what job. THIS is part of the reality of this game that MANY just to do NOT get. Would you use LEAD for a sword blade? no you would use STEEL, tempered and hammered over time to get the best blade. But lead does make a decent bullet.)

If you look at your armor you will see its "hit points" or the life of the armor, if that number is not high enough, I would not pay the same for it. MANY crafters go for the HIGH protection rating, but forget to look at the life of the item. Crafting so far is a FINE dance, you have to ballance all the materials in the item to make a BALLANCE item. It isn't about "Optimizing" this number or that number to make the UBBER item. As you have seen, a LOW durablity rating makes the protection rating on the item USELESS...unles YOU are the crafter...at which point...just make another.(this is one area I find dropped mats to fail in, durablity. SURE I could make you a good protection rating, but the item would wear out sooner)

I would LIKE to see a "repair item" skill in the crafters skill tree...If you can MAKE it...you should be able to repair it with fewer mats than making it would take.
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grandish
Posts: 3
Joined: Sat Sep 25, 2004 5:00 pm

Re: Decay rates way to high :(

Post by grandish »

I feel the decay rates are too high. Yesterday I made myself a set of Q40 light armor. At the time I was at level 42 in offensive magic. I used only choice materials, and had a durability of 135. As soon as I had my armor made I went out on a guild hunting expedition. After only 3 hours of hunting My Durability had sunk to 19, and i was only hit maybe 3 times.

Now I dont mind decay but I expect a set of armor to last more than 3 hours! At least give me a few days of use. I had to spend the first 2 hours of my play time today harvesting and crafting a new set of armor.
Azurah, Matis Mage

"We are the music makers and we are the dreamers of dreams."
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pandorae
Posts: 218
Joined: Thu Sep 23, 2004 11:27 pm

Re: Decay rates way to high :(

Post by pandorae »

lyrah68 wrote:I have never seen above FINE grade on a mob, and from what I heard it is that way on the mainland too.


Heh ... In just a couple days of playing around we found mobs dropping Q70 Supreme. Decent mats, but doesn't even hold a candle to what our harvest corps are pulling. There is no future in crafting mob parts for anything other than quick resale and decent xp.

If you are having a hard time finding equipment for your fighter or harvester, materials for your crafter, or a market for your goods - join a guild.

This game takes on a whole different complexion once you join a guild and begin to work as a team. Our teamwork is superior, and the results we are getting are remarkable. This is not a solo game.

- Pandorae
- Commander, Comitatus Praetorian

kierstad
Posts: 65
Joined: Fri Sep 24, 2004 11:17 pm

Re: Decay rates way to high :(

Post by kierstad »

alugilac wrote:With the exception of special named mobs, It would be hard to convince me that any looted material would yeild a better item when used to craft, then choice or higher foraged materials. The stats are just not there. Maybe later in the q100+ range, but I have yet to see it.
Actually there are quite a few instances where looted mats end up being superior than most choice mats. I notice this most prevalently when making weapons. A choice wood node that seems like it has great stats to be used for a counterweight or hammer, when put into the mix suddenly drops overall damage by a great amount. Replace with an equivalent level mob drop (pelvis, etc) with stats close to the choice material, damage drops much less.
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gralen
Posts: 466
Joined: Thu Sep 23, 2004 1:04 am

Re: Decay rates way to high :(

Post by gralen »

kierstad wrote:Actually there are quite a few instances where looted mats end up being superior than most choice mats. I notice this most prevalently when making weapons. A choice wood node that seems like it has great stats to be used for a counterweight or hammer, when put into the mix suddenly drops overall damage by a great amount. Replace with an equivalent level mob drop (pelvis, etc) with stats close to the choice material, damage drops much less.


The famous yubo eyes are a good example of this when making magic amps. Can you imagine the size of the yubo needed to drop q100+ eyes? :eek:
lyrah68
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Joined: Thu Sep 23, 2004 11:45 pm

Re: Decay rates way to high :(

Post by lyrah68 »

kierstad wrote:Actually there are quite a few instances where looted mats end up being superior than most choice mats. I notice this most prevalently when making weapons. A choice wood node that seems like it has great stats to be used for a counterweight or hammer, when put into the mix suddenly drops overall damage by a great amount. Replace with an equivalent level mob drop (pelvis, etc) with stats close to the choice material, damage drops much less.



I am interested to know HOW to do this in newbielands, since NO pelvis drops that could make a Q20 item??

I am willing to conceed that on mainland this MIGHT work, but on starter islands...it is NOT possible. Only things that drop Q20 where I am drop BASIC grade. I have tried EVERY combination possible and don't see a Q16 fine OR basic grade item helping anyone.
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bobturke
Posts: 391
Joined: Tue Sep 21, 2004 9:23 am

Re: Decay rates way to high :(

Post by bobturke »

grandish wrote:I feel the decay rates are too high. Yesterday I made myself a set of Q40 light armor. At the time I was at level 42 in offensive magic. I used only choice materials, and had a durability of 135. As soon as I had my armor made I went out on a guild hunting expedition. After only 3 hours of hunting My Durability had sunk to 19, and i was only hit maybe 3 times.

Now I dont mind decay but I expect a set of armor to last more than 3 hours! At least give me a few days of use. I had to spend the first 2 hours of my play time today harvesting and crafting a new set of armor.


Weird! Are we playing the same game??

I've been using the same light armour for about the last 40 hours of play and its only lost about 40 off its durability!?!

Likewise my Noob sword only lost about 20 durability before I sold it. Thats probably another 20-30 hours use.

Very stange.
Turke
Aedan Artisans
thanakar
Posts: 116
Joined: Thu Sep 23, 2004 9:22 pm

Re: Decay rates way to high :(

Post by thanakar »

We have a mage in our guild that goes through a set of light armor every two days. He isn't getting hit, the problem is that casting itself degrades the armor at a very high rate since each and since casters can't dodge the spells they cast every cast contributes to the degredation of the armor. This probably stems back to when we use to get defenisve experience when casting in armor, but that entire branch was removed but the degradation was left in place.
stevenso
Posts: 35
Joined: Thu Sep 23, 2004 4:38 pm

Re: Decay rates way to high :(

Post by stevenso »

kierstad wrote:Actually there are quite a few instances where looted mats end up being superior than most choice mats. I notice this most prevalently when making weapons. A choice wood node that seems like it has great stats to be used for a counterweight or hammer, when put into the mix suddenly drops overall damage by a great amount. Replace with an equivalent level mob drop (pelvis, etc) with stats close to the choice material, damage drops much less.



:sigh: Just b/c the node was choice did not mean it was ment for a counterwieght. There are choice nodes ment for counterwieght's and others ment for hammers. Both will outpass mob drops if used correcetly.
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