Taboo Breaker - Crafting [Spoiler]

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cielchan
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Joined: Sat Mar 12, 2005 11:11 pm

Taboo Breaker - Crafting [Spoiler]

Post by cielchan »

I had this idea, how about we take something well known like a zun amp and discuss abit around it. In public, so everyone learns something from it.

No real secrets disclosed I'd say, just some minor details here and there that are fun to poke around with.

Our star of the night is:

Basic Quality Magic Amplifier

Shaft
3x Choice PrimeRoots Beckers Bark
2x Excellent PrimeRoots Adriel Bark

Grip
5x Choice PrimeRoots Buo Fiber

Magic Focus
10x Supreme PrimeRoots Zun Amber


Ingame Preview:

46 Durability
77 Lightness
97 SAP Load
45 DMG
31 Speed
27 Dodge Modifier
39 Parry Modifier
33 Adversary Dodge Modifier
19 Adversary Parry Modifier
96 Elemental Cast Speed
96 Elemental Power
96 Offensive Affliction Cast Speed
96 Offensive Affliction Power
52 Defensive Affliction Cast Speed
96 Defensive Affliction Power
96 Heal Cast Speed
96 Heal Power


Some general ideas about it, it is race independend, rubbarn-friendly as no loot is used, got a decent sap load and is what can be judged by the preview, maxed.

Now for the reason of this thread, I'd love to chat abit. What are your design criterias for all purpose amps? Do you try to minimize the materials needed and sacrifice stats like Dura or do you tend to maximize the complexity to squeeze the last bit out of it?

Also, did you find a way to tell if the outcome is 96 or 97 at the end? Our star tonight is a critical candidate, the sap load is very high, but the preview should still be 96. It is a basic plan, those are tricky to balance, do you tend to use more HQ plans or do you take the challenge of basic plans aswell?

Last but not least, I could have posted anything, maybe an earring, the purpose of this post is just to get something rolling I really miss in this forum. We have politics, people leaving, people joining, complains, events and alot more, but nobody really talks about *the* mysterious force keeping most long term players alive, the craft system of ryzom.

Hence the thread title, I see this as an experiment, to talk with old and new crafters in an open conversation, to guide new players to try crafting one day. Many of the new players don't craft because it is way too complex for them - a shame!

So let us talk about strategies, feelings, time of the day, the weather and everything else influencing the outcome of a craft! :rolleyes:

My plan would be, to turn this thread into a very wide conversation where people ask some questions or post partly finished recipes and ask for help or just read through the posts and take the one or another new knowledge with them but not presenting a list of the best of the best items to copy & paste.

I am curious about the replies, if any, so don't disappoint me! :D
Last edited by cielchan on Fri Aug 31, 2007 1:30 am, edited 1 time in total.
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stijn
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Re: Taboo Breaker - Crafting

Post by stijn »

Maybe put some sort of [possible spoiler] warning in your thread title :P

Agree its interesting, but I like to find out my own recipes or get tips from guildies/friends ig. Still gives a better feeling of accomplisment to me :p . (just my oppinion ;) )

Still a proud Defender of the Fyros!

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kuroari
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Re: Taboo Breaker - Crafting

Post by kuroari »

ack - i don't like the idea of discussing these things openly.

new players need to learn to understand recipies and how they work. if you were to make something like this - i'd go with an excellent item at best - and at that something not so common.. staves maybe?

new players should not be told the best way to do things (crafting included) unless they show the proper aptitude and understanding of how it works.

There are too many 200+ players that could not survive a run with me through my 'super secret training grounds' - and i'm not even 250 yet - in any skill. this is because people are growing too fast without learning for themselves how to best do things - holding someone's hand will not help them.

this is a thread - i think - to be discussed by experienced players but there's no way to restrict access to it - and as such i think is a scary idea. lets not feed the flames mates :p

(though i would love to discuss amp-crafting in game with you Arc! :D )
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cielchan
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Re: Taboo Breaker - Crafting [Spoiler]

Post by cielchan »

This is the common opinion, I agree, but what do new players gain from a handful of recipes? We all know, learning the art of crafting requires alot of dedication, you craft with your heart not with notepad.

You can craft if you go to a random mektoub and create the best possible things out of the mats in there, not when you collect ingredients for a recipe you've been told or you read somewhere. Can we agree on that? ;)
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kuroari
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Re: Taboo Breaker - Crafting [Spoiler]

Post by kuroari »

:p pfft fine, agreed :) valid points (and hey.. it does take skill to -obtain- these materials..)

but still think we should go with a "slightly" less powerful creation :)
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arfindel
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Re: Taboo Breaker - Crafting [Spoiler]

Post by arfindel »

The receipes empty of meaning never make a crafter imo. But to my surprise learning the general principle explained by Sash long time ago over the forums, is even if you understand and apply the principle you still have virtually an infinity of combinations possible, so "playing with the mats" can continue for years and still have good chances of finding something new and slightly better.

On top of all these, the combat system changing (see 1h patch, and coming ranged patch) and - not to be disregarded - the manner in which players change their usage, makes crafters in search of different features at least once in 6 months.

Now about the intitial questions. I believe that heal and ele are the main magic stats that matter. For the love of the art got once 116% afflis in all but I tested by accident an amp 68% DA a whole war and i didn't feel any difference whatsoever. So from the begining only if the customer is obsessed with afflis stats I would not completely discard them.

For the other stats... once 96% iis achieved sap and dura are the next important. In this order and all who are using enchants would agree, and I see more and more people using them.

Now for the economy of mats to maximise chance for a rubbarn boost... twisted thoughts. I had a friend that tested that basic plans lower a little the damage and higher the cast time, but the damage lost was like 4-5 so... But I certainly hate the looks of the basic stats and the nerf in dura they bring :)
>>> FAA - TS <<<
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xtarsia
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Re: Taboo Breaker - Crafting [Spoiler]

Post by xtarsia »

i made a 99/98ele 95/84affy 95/84affy 98/98heal with precraft sapload of 89 and durability 97 - affy speed IS imortant,power, i never notice any problem.

had over 300 dura, still got over 200 left and i used to use it every day :D

needed mob mats tho.


i also made an axe with 0 speed and 0 damage precraft once.
also made an amp with 100speed 100 damage (melee speed)


also making an amp with 100/100 for all magic IS POSSABLE! - i know the mix - i just never had enough mats to do it :( ;)
DOOMSDAY CAME =( =(
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cielchan
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Re: Taboo Breaker - Crafting [Spoiler]

Post by cielchan »

Royal amps, tons of secret materials are needed for the best of the best :D

But let us talk more abstract, the main strategy is clearly, to get the desired stats up and then tweaking around to "boost" them to the maximum possible. Did you discover any special techniques while doing so?

I was recently busy creating a 100/100 amp, but the desired balance was not possible within the numbers of 10 magic focus, it was however with 8. So I added 2 neutral materials that didn't hurt the highest stats and their balance to complete the item.

I also noticed you can use alot of poor materials with the desired stats characteristics and balance them with high grade mats in other places. For example one of my strategies was to use excellent materials to get the desired magical results and supremes in other places to make up for them.

What do you do when you need to be creative? A filled guild hall is boring, the challenge lies with those who need to meet the needs and demands of customers with limited resources. Anyone using similar tweaks to get the job done? ;)
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komissar
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Re: Taboo Breaker - Crafting [Spoiler]

Post by komissar »

Go Go Go Arc :)
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wakatack69
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Re: Taboo Breaker - Crafting [Spoiler]

Post by wakatack69 »

I think this is an awesome post!!!

Digging and Crafting is new to me - guilty of diving straight into the Big3 (Melee, Nuke, Heal).

Currently i can prospect all levels, but only ever found Choice :(
And i can craft EVERYTHING to level 60, some (HA,MA level 110)

This week i tried to make a nice starter-set for a peep just over from Silan.
Thinking i was being clever, the AMP was made from 100% Choice mats, including ZUN Amber (everyone talks about).... to my dissapoint ment I got a 60/60 AMP.....

A peep i met ingame once told me, and this post confirms - a key to AMP crafting (as per the sample of this post), is that the Amber must be higher quality then the other components.

So i might go back and use FINE Shaft & Grip and see if I can maybe get better stats hehe, oh maybe fine some Execellent ZUN ;)


Eitherway; I agree that "Recipies" should not just be posted online (lets not go into the 2-tier boss matt combinations; eg. 260/270), but lets also promote and explain how to get the most out of a particular crafted items... and let the crafter play with all those combination of mats.

Another example (have never tried); would be does Melee weapons (Swords/Axes) have the same kind behavior as AMPs?
That is; using best quality blade & shaft, and lower quality grip and counter weight (for max damage) - DONT ANSWER thinking aloud :D


Anyway... great post and hope to see more like this and hope to see a nice healthy dicussion following each post :)



CHEERS!!!
Lilijania
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