danlufan wrote:Us jewl crafters have no Special OP mat or any other special crafting other than the standard boost. ....give us some special OP mat which gives something special on jewls, for example 1 extra resist/protection on jewl crafted with special material. Or can give extra boost for say extra focus/sap/hp/stamina
As was suggested in another thread:
http://forums.ryzom.com/forum/showthread.php?t=30483
Yes, an OP mat for jools would be a great idea.....but let's not leave the armor crafters as the only ones w/o an OP mat plan and the only ones who can't mix racial mats. While jools do split off at an earlier level (50) as opposed to armors (100), since those 50 can be done with npc mats, armor crafters I think have the hardest lot. While it took me 5 hours standing in front of the raw mat dealer to bring all jool skills from 50-100, others have done in in an hour via overcrafting. That hour hardly compensates for time lost:
1. Unlike Jool mats, HA mats are never found together above ground.
2. 4 different mats means a lot more traveling to harvest.
3. 216 mats per set for HA, please.
4. The same recipe works for all jool pieces. Armor crafters need 2 recipes for every set (one for H-V-P, one for S-G-B) since the ratio of mats is different between the plans.
5. Jool harvesters don't have to stop to "do math".....if ya have 330 seeds, how many ambers ya need....well 330....if ya have 330 shell, how many lining ya need....330....and stuffing / clip....hold on lemme get my calculator....er .... 210
.
6. Want that sup set ?....HA crafters have to camp a sup spot 4 times waiting for weather which, if they alone on sup node with erigos pick (nabbing 75 mats) and dont get chased off, will get them 1 set of armor (assuming no degrades). The jooler camps 4 nodes and walks away with 3 sets (again, assuming no degrades).
7. Boosted sets....how many peeps walking around with full boosted jools sets versus peeps walking around with boosted armor sets ?
On the downside, item 1 above also has a negative although currently irrelevant. That is Kami Tolerance. With both jool mats always located in the same "zone".....jool mat harvesters can dig themselves out of kami tolerance faster than any other crafters. Of course this also puts all the other burgeoning crafters outta business for a while....half their mats have KT = 100, the other half with the jool mats have KT = 0.
So, yes, fix the KT issue for the joolers. And lets let both armorers and joolers have a shot at OP mat plans. However, given the fact that it's hard enough for everyone to get a vedice weapon, the idea of a vedice for jools seems like it will, if incorporated in the same way, lead to a very small number of players being so equipped.
It would cut it down a bit if the OP plans had an option to "make pair". IOW, our AJVE (armor jool vedice equivalent) plan would allow the crafter to make a "pair of earings" in one shot....same for bracelets, anklets and rings. In this way, one would only need 6 OP mats to make a full set. Still 6 pieces is a lot considering the amount of OP mats in game.....so I would think this mat's production should be adjusted accordingly. Think of it, a melee players with full set of equipment would need 1 vedice for his weapon and 12 of them (or 16 with no make pair option) for armor and jools. This would also help save a little of the RSI joolers have to deal with with only 10 mats per craft.
This is not to make a case for armorers over crafters....just that all the other crafters have been given new toys to play with and no reason these two classes should be letf out.
And while we askin....er while we beggin.....a "make set" option, ok only make available to skill trees at 250 if ya want to, would be appreciated. You check a box and instead of making 1 piece froma set, it would make all 5,6 or 10 as appropriate. Armorers would still get stiffed a bit hare due to their patterns requirong different mat counts.
And of course, once made as a "set", I want a "equip set" / "unequip set" option.