Jewel HP's?
Re: Jewel HP's?
If this situation is truly this grim...please ALL submit a ticket about this BUG, as it can NOT be as intended.
Re: Jewel HP's?
As a wearer of real life jewelery, and a full time mom (if that isn't as close to hand to hand combat...what is?!) I can tell you rings get damaged if you wear them without gloves on during SOME hard work. I have a silver ring that I never take off, about time to buff out the deep scratches I get in it from scrubbing this and that or just replace it (since it is worth more than its looks, I just keep wearing it. If it wasn't sentimental...I would just replace it, since it cost a WOPPING 10 bucks.)
my wedding set has been fixed twice, caught one of the settings in something and almost lost the stones in it once. And the gold is more than 10K, so...it wears easily. (at least it isn't 24k, which is almost IMPOSSIBLE to keep polished and smooth. I can mark 24k with my fingernails.) My husbands wedding band is MUCH harder to scratch, his is titanium...so...it would take enough to hurt his finger to mark that band. (his body tends to corrode anything else, even the titanium is getting a few tarnished spots. Not sure how or why, but I know his body ATE a steriling silver ring in two years, and the gold band was damaged with deep pits on the skin side in three years.)
My point? why ramble on like this? Truth is the developers base ALOT of their coding on real life. I feel that they actually test out how real life items degrade and age. (it might take some tweeking for them to get it exactly right...but...this is their intent as I see it).
And in real life, when you wear your jewelery ALL the time and are the "average" mom or dad, you tend to damage the jewelery (this is why I know several reputable real life jewelsmiths that charge a fair rate to fix this damage).
In game I would be happy if they would allow us to FIX anything we could make. New skill under the SAME category as making, and it would take a small amount of materials. OR at least allow us repair things through an NPC.
my wedding set has been fixed twice, caught one of the settings in something and almost lost the stones in it once. And the gold is more than 10K, so...it wears easily. (at least it isn't 24k, which is almost IMPOSSIBLE to keep polished and smooth. I can mark 24k with my fingernails.) My husbands wedding band is MUCH harder to scratch, his is titanium...so...it would take enough to hurt his finger to mark that band. (his body tends to corrode anything else, even the titanium is getting a few tarnished spots. Not sure how or why, but I know his body ATE a steriling silver ring in two years, and the gold band was damaged with deep pits on the skin side in three years.)
My point? why ramble on like this? Truth is the developers base ALOT of their coding on real life. I feel that they actually test out how real life items degrade and age. (it might take some tweeking for them to get it exactly right...but...this is their intent as I see it).
And in real life, when you wear your jewelery ALL the time and are the "average" mom or dad, you tend to damage the jewelery (this is why I know several reputable real life jewelsmiths that charge a fair rate to fix this damage).
In game I would be happy if they would allow us to FIX anything we could make. New skill under the SAME category as making, and it would take a small amount of materials. OR at least allow us repair things through an NPC.
Re: Jewel HP's?
I don't think it's a situation where we feel jewelry should not decay. It seems we're all believe it should, just not this fast. Easy fix is just to slow the decay rate down.
Re: Jewel HP's?
Notes from further testing.
1. Durability doesn't make a bit of difference besides adding initial hit points (as I posted earlier).
2. HPs indeed go down at the same rate as do weapons and armor, with every HP reduction in a weapon/armor piece matched with an HP reduction across your jewelry set. But...this affects the entire set at once, not just a single item. In effect, every 1 hp of weapon deterioration and 5 hp of armor set deterioration causes 10 hp worth of jewelry set deterioration. Thus your set will wear out roughly as fast as a weapon (similar hps) and 2-3x as fast as heavy armor.
3. Sets worn during harvesting/crafting do not have any noticable deterioration unless used in combat.
Suggested easy solution without having to overhaul massive lines of code:
1. Increase jewelry hp to 250 per piece across the set, making the set roughly in line with heavy armor deterioration, and also making high end (60%)durability mods meaningful in a major way.
2. I also think crafting/harvesting should wear down sets as well, although not as much as combat, but that obviously would be a tougher fix.
1. Durability doesn't make a bit of difference besides adding initial hit points (as I posted earlier).
2. HPs indeed go down at the same rate as do weapons and armor, with every HP reduction in a weapon/armor piece matched with an HP reduction across your jewelry set. But...this affects the entire set at once, not just a single item. In effect, every 1 hp of weapon deterioration and 5 hp of armor set deterioration causes 10 hp worth of jewelry set deterioration. Thus your set will wear out roughly as fast as a weapon (similar hps) and 2-3x as fast as heavy armor.
3. Sets worn during harvesting/crafting do not have any noticable deterioration unless used in combat.
Suggested easy solution without having to overhaul massive lines of code:
1. Increase jewelry hp to 250 per piece across the set, making the set roughly in line with heavy armor deterioration, and also making high end (60%)durability mods meaningful in a major way.
2. I also think crafting/harvesting should wear down sets as well, although not as much as combat, but that obviously would be a tougher fix.
Re: Jewel HP's?
Sets do lose hp during craft/harvest, how else would my focus set already be at 65/100 ?
I fact i lost most of that while i was grinding jewelry craft. I was wearing light armor + focus jewels although i wasnt using any boosts at all and i lost 20 (! ) hp off of my jewels in 2-3 hours. after i noticed i immediately put off my armor/jewels.
Also your solution is to make jewels 250 HP PER PIECE?
how can an item like an earring which requires 2 mats to craft, have the same amoutn of HP as an average med armor vest, which is 17 mats...
I fact i lost most of that while i was grinding jewelry craft. I was wearing light armor + focus jewels although i wasnt using any boosts at all and i lost 20 (! ) hp off of my jewels in 2-3 hours. after i noticed i immediately put off my armor/jewels.
Also your solution is to make jewels 250 HP PER PIECE?
how can an item like an earring which requires 2 mats to craft, have the same amoutn of HP as an average med armor vest, which is 17 mats...
Re: Jewel HP's?
Ok Im nearing the end and I realize this is a bit of a rant, so skip it if you don't want to hear a bunch of garbage.
Ok first off, ticket this under 'suggestion'. A 'Bug' is an anomaly in code. A glitch, an invisible mektoub. This seems to have been set by development and it's a change people don't like.
Nevrax also did kind of base this off real life observation....There's no metal guys. You know that right? Metal seems to be Karavan only. We're not talking gold or titanium, we're talking animal hides and bones.
I think they did it because there is a crapload of jewelry out there. Has anyone been to Hoi Cho and seen teh 2h merchant? there's like 60 basic machata swords of lightness that no one wants to buy, use, or even look at. Thank god for filters, I only buy choice + weapons. There's even more jewelry out there. A lot of it crap...but 15 hp is still adequate as a bonus vs. 20 hp, so why not pay a little less?
Wearing out tools isn't a big deal for me because I'm pulling 8-10k in mats per pull pre-resale if I am REALLY hard up for cash. (8-11 Q140). Crap it's like 15-20k after resale depending on what I feel like selling. Tools cost 1k. I can see how it hurts the little guys more than it used to.
Personally I'd rather see jewelry resistances in information fixed before this. My anklet still says 0% cold, but gives me all 20 back.
I don't like how the hp of items spreads accross the board anyways, especially in groups. If anything, I think hp should wear down faster...but only on hits.
Lets say something your level hits your heavyarmor in the arm, your arm wear looses .5hp. Only if hit though! Casters wear light armor, so if they get hit, it's 1hp off. Medium .75.
I think it encourages medium armor to be used, and shields could absorb upper body damage, but take less themselves (absorbe .5 of 1hp off light armor, but loose .3) and this would mean I sell more shields (which is what I believe the subtext of this thread).
Oh yeah Back to jewelry. Necklaces and earrings relate to head hits, bracelets, arms, anklets legs or feet....and diadems. Riiiiiight.....if you wear a helmet you shouldn't be wearing a stupid diadem. It should just be a bonus for casters who have no 'light helmets'.
I also think the hp loss of eq being based on the lowest obscure piece that some lowbie well out of the battle is wearing is dumb. Do they still do that? Why does eq have to be dependent on other eq? I just don't get it.
Ok first off, ticket this under 'suggestion'. A 'Bug' is an anomaly in code. A glitch, an invisible mektoub. This seems to have been set by development and it's a change people don't like.
Nevrax also did kind of base this off real life observation....There's no metal guys. You know that right? Metal seems to be Karavan only. We're not talking gold or titanium, we're talking animal hides and bones.
I think they did it because there is a crapload of jewelry out there. Has anyone been to Hoi Cho and seen teh 2h merchant? there's like 60 basic machata swords of lightness that no one wants to buy, use, or even look at. Thank god for filters, I only buy choice + weapons. There's even more jewelry out there. A lot of it crap...but 15 hp is still adequate as a bonus vs. 20 hp, so why not pay a little less?
Wearing out tools isn't a big deal for me because I'm pulling 8-10k in mats per pull pre-resale if I am REALLY hard up for cash. (8-11 Q140). Crap it's like 15-20k after resale depending on what I feel like selling. Tools cost 1k. I can see how it hurts the little guys more than it used to.
Personally I'd rather see jewelry resistances in information fixed before this. My anklet still says 0% cold, but gives me all 20 back.
I don't like how the hp of items spreads accross the board anyways, especially in groups. If anything, I think hp should wear down faster...but only on hits.
Lets say something your level hits your heavyarmor in the arm, your arm wear looses .5hp. Only if hit though! Casters wear light armor, so if they get hit, it's 1hp off. Medium .75.
I think it encourages medium armor to be used, and shields could absorb upper body damage, but take less themselves (absorbe .5 of 1hp off light armor, but loose .3) and this would mean I sell more shields (which is what I believe the subtext of this thread).
Oh yeah Back to jewelry. Necklaces and earrings relate to head hits, bracelets, arms, anklets legs or feet....and diadems. Riiiiiight.....if you wear a helmet you shouldn't be wearing a stupid diadem. It should just be a bonus for casters who have no 'light helmets'.
I also think the hp loss of eq being based on the lowest obscure piece that some lowbie well out of the battle is wearing is dumb. Do they still do that? Why does eq have to be dependent on other eq? I just don't get it.
Re: Jewel HP's?
predzz wrote:Sets do lose hp during craft/harvest, how else would my focus set already be at 65/100 ?
And I ground 20 levels of earrings/rings, 5 levels of 2h weapons - needed to clear my mektoubs out a bit, gosh its ridiculously easy grinding at 2.7k per rather than 100 per - and something like 15 levels of lake/PR forage over the last couple of days with zero loss of hps using my focus set and focus armor, where when I accidentally wore them into combat I lost 200 hps across the set while playing the max dp game. Maybe that crafting experience wasn't enough to wear it down sufficiently and you're right; I was testing my hp set more than my focus set.
I'm not one to benefit from this being a jewelry crafter, but it seems silly that a 49 mat jewelry set loses 5x the hp that a 20 mat 2h sword does, which is in fact why we have this thread...if you disagree with my proposal and actually want to be helpful, throw out an alternative solution rather than just scream no.
Re: Jewel HP's?
Well Predzz had a point in that quote. He was attempting to clear any misinformation..or confuse us more I dunno.
Anyways, You forget that a full set of armor that is 7 pieces costs more mats than a 2h sword and that looses hp on par to. So that arguement is moot. Jewelry is in itself, seperate. 7 pieces affords 7 bonuses. If you want to have a small bonus you can buy cheaper jewelry or more expensive stuff but wear less to space things out.
Frankly I never use HP jewelry. Just focus. Because I was lazy and left focus on in battles. Now I can't, so I'm thinking about getting an HP set. This will let me level much faster...but it's each piece that affords me a seperate bonus!
Anyways, You forget that a full set of armor that is 7 pieces costs more mats than a 2h sword and that looses hp on par to. So that arguement is moot. Jewelry is in itself, seperate. 7 pieces affords 7 bonuses. If you want to have a small bonus you can buy cheaper jewelry or more expensive stuff but wear less to space things out.
Frankly I never use HP jewelry. Just focus. Because I was lazy and left focus on in battles. Now I can't, so I'm thinking about getting an HP set. This will let me level much faster...but it's each piece that affords me a seperate bonus!
Re: Jewel HP's?
josephm wrote:You forget that a full set of armor that is 7 pieces
Um, last time I checked full heavy armor is six pieces...helmet, sleeves, gloves, chest, leggings, boots.
costs more mats than a 2h sword and that looses (wrong word...I'm assuming you mean loses) hp on par to. So that argu(e)ment is moot.
Yep, armor mat costs are outrageous. But...fact is, at 250 hp per choice heavy piece you end up with 1500 hp per set, and each 1 hp ding costs 6/1500 = .4% of your set. Each 1 hp ding to a 150 hp weapon costs 1/150 = .6% of your weapon. But each 1 hp ding to a 1000 hp jewelry set costs you 10/1000 = 1% of your jewelry set. So the argument is not moot. Its exactly identifies why people feel like jewelry sets are decaying far too quickly...because they are decaying a lot quicker than weapons and armor.
Maybe the proper solution is to get jewelry set hps up to where you lose .6% of your jewelry set every 1 hp ding rather than 1%, so the decay rate is somewhat similar to your weapon, or maybe a bit better than that. That would be 150-175 or so hps. And give armor a few more hps too to refect the mat costs.
...I'm thinking about getting an HP set. This will let me level much faster...but it's each piece that affords me a seperate bonus!
I have no idea what your point is here, but its certainly not in the 'if you disagree, come up with a solution' category, unless you think that there isn't any problem with the current decay rates. Oh, and to predzz's point about a 2 mat earring's hp's - to be fair, a 10 mat diadem should probably have more hps than an earring, but it doesn't either.
Again, I stand to benefit a ton from the way things are currently with jewelry sets, but I'm also remembering how miserable it was being a weapon crafter back in the massive decay days. This is why I'm arguing for a middle ground.
Re: Jewel HP's?
usinuk wrote:Um, last time I checked full heavy armor is six pieces...helmet, sleeves, gloves, chest, leggings, boots.
Blasphemy! I'm a shield crafter! it's 7! okok I know shields is classified under 'weapons' through your filter but that doesn't get you off the hook!
Jewelry's Value:
Remember that the change was just implemented. Like I said, there's a lot of jewelry degrades that still get on the market.
Armor takes about the same mats as jewelry with less pieces....so there is less failure in crafting and less requirements for materials over all. Remember that jewelry crafting splits at level 50 into each individual piece. Light/Medium/Heavy split after that. So you are essentially leveling full sets at the cost of one item.
However, these items maintain higher value in combat since they contain defensive properties as well as statistical bonus properties. Jewelry on the other hand, has less value over all because of it's lack of defensive properties, and less again because it decays quicker. Due to the immense amount of materials required to level in all fields of jewelry, you will see more jewely, degrades AND prime out there.
Think about the people who craft making earrings. 2 mats per earring. These are going to be WAY more plentiful than armor, so the cost should be lower based on mere quantity. Driving down the hp of the item itself lowers the desirability like I said earlier. However your desire for that extra bonus drives the cost back up.
The crafters will still make a lot of money, due to quantity. This may be opposite of other games where 'quality' plays a huge factor. This game isn't the 'flock' so to speak so a large part of the equipment and it's decay ratings are based of 'quantity'. Realistically speaking...well this is a ton more realistic.
Consider what our army or any other army has used in the past. Standard issue equipment. Some are better in certain situations than others, but there's no 'hero' armor...and espcially not 'jewelry' that made them stronger.
Ryzom will have unique items, and there is a better level of crafting of course...but this is just one of the differences in the game.
Besides, there's essentially a free market. And what the devs problably took into consideration is how to make that market balanced for everyone. If you weren't complaining about jewels, you'd be complaining something else abuot jewelers have to little or to much money.
Anyways, what if something doesn't need a solution? You're going to sound like a broken record!