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Re: Common materials change - beware

Posted: Fri Jan 14, 2005 10:00 am
by 1mage
Fyros alternative would be : Fyros, kami, Farhar hunters and the leveliers

I guess..

Re: Common materials change - beware

Posted: Fri Jan 14, 2005 10:05 am
by usinuk
borg9 wrote:BAH!!!! ... I was ment to say couldn't
Ok, good, we've come up with the same conclusion then.
Changed
- better stats on MQL & HQL
That actually doesn't appear changed in my book. Only stat difference between normal/med q items is 25 hps per item...which is what it appeared to be before. Can you confirm this using identical mats on low/medium/high quality plans? Only thing I can think of is that if you go using a different mix/amount of mats the item qualities change slightly as well...eg 8/4/4/4 (now 5/5/5/5) going to 8/7/7/7 means those supreme yana nodes you have make more of an impact.

I am definitely going to start another thread entitled 'What the patch notes should have said about crafting' once we figure this out - since it doesn't look like we're getting any help from the forum support types on this but the in-game types have told me all this is intentional. I'm also tempted to start one titled 'If you're going to nerf crafting again at least tell us about it.' :(

I also haven't noticed any difference when I bought my mount - cost the full 612k despite 100 matis fame. That might have been because I did it during 42 and not 44.

Re: Common materials change - beware

Posted: Fri Jan 14, 2005 10:23 am
by borg9
usinuk wrote:Ok, good, we've come up with the same conclusion then.



That actually doesn't appear changed in my book. Only stat difference between normal/med q items is 25 hps per item...which is what it appeared to be before. Can you confirm this using identical mats on low/medium/high quality plans? Only thing I can think of is that if you go using a different mix/amount of mats the item qualities change slightly as well...eg 8/4/4/4 (now 5/5/5/5) going to 8/7/7/7 means those supreme yana nodes you have make more of an impact.

I am definitely going to start another thread entitled 'What the patch notes should have said about crafting' once we figure this out - since it doesn't look like we're getting any help from the forum support types on this but the in-game types have told me all this is intentional. I'm also tempted to start one titled 'If you're going to nerf crafting again at least tell us about it.' :(

I also haven't noticed any difference when I bought my mount - cost the full 612k despite 100 matis fame. That might have been because I did it during 42 and not 44.
I didn't spend as much time testing out the crafting stuff... too busy playing with missions and mount :D

I tested a MQL plan... so another thing to try is the basic look plan, these may be generic now. This would be a major buff IMHO.

I bought my mount late, after the 'fix' patch, so yep the fame could have been what they fixed, I definately only paid 500k, cas I went woot, these are cheap :D

If the mats you use have only average 'durablity' stats the extra HP boost will only be slight. More mats = more complex mix = I like. Now I can boost more of the protection stats without loosing the 100% dodge :D

Re: Common materials change - beware

Posted: Fri Jan 14, 2005 11:01 am
by usinuk
borg9 wrote:I tested a MQL plan... so another thing to try is the basic look plan, these may be generic now. This would be a major buff IMHO.
Nope, still the same as it ever was. Jewelry counts as basic plans, and they are not generic. Nerf, not boost.
If the mats you use have only average 'durablity' stats the extra HP boost will only be slight.
Yes, but unfortunately not really how durability works. Base item has hit point total x. Durability bonus adds hit points 1-1...hence why you can see the difference between low/med/high q easily if you note your durability number...
More mats = more complex mix = I like. Now I can boost more of the protection stats without loosing the 100% dodge :D
Depends on the mat mix. Keep in mind its not amount - its %. So all you're doing is trading armor shell quality for armor clip quality. If you have great sap versus ok wood, wonderful. If not, you're in trouble.

Let us know if you catch anything else after you're done testing other stuff.

Re: Common materials change - beware

Posted: Fri Jan 14, 2005 11:26 am
by borg9
usinuk wrote:Nope, still the same as it ever was. Jewelry counts as basic plans, and they are not generic. Nerf, not boost.



Yes, but unfortunately not really how durability works. Base item has hit point total x. Durability bonus adds hit points 1-1...hence why you can see the difference between low/med/high q easily if you note your durability number...



Depends on the mat mix. Keep in mind its not amount - its %. So all you're doing is trading armor shell quality for armor clip quality. If you have great sap versus ok wood, wonderful. If not, you're in trouble.

Let us know if you catch anything else after you're done testing other stuff.
Yep will do, weekend coming so some free time :D

The extra mats was a real nice touch, to allow the plans to be more than just a look, which has been an issue to many for a long time. (Extra XP and a slight buff)

I think we need to keep things in perspective:

A lot of peeps what items from the invasion with better stats, thats ok but if items are too powerful we end up with more problems.

An extra 25hp is infact alot .... if you are playing the game normally vs lvling on mobs much greater than you level or not careful when digging, I think the trouble starts.....

I had a set of armour, which I only used when harvesting, I only occasional get gas and explosions because, I have carers or use care plans correctly. That set of armour lasted my from the 3rd week of retail till just last week. It didn't break I out grew it! I tend to out level my equipment long before it breaks!

Re: Common materials change - beware

Posted: Fri Jan 14, 2005 11:30 am
by 1mage
borg9 wrote:I had a set of armour, which I only used when harvesting, I only occasional get gas and explosions because, I have carers or use care plans correctly. That set of armour lasted my from the 3rd week of retail till just last week. It didn't break I out grew it! I tend to out level my equipment long before it breaks!
Try power leveling two handed melee.. see how long your stuff lasts as a tank. Im lucky if my hp jewels last 3 days and my armor a week or so.

Re: Common materials change - beware

Posted: Fri Jan 14, 2005 11:55 am
by borg9
1mage wrote:Try power leveling two handed melee.. see how long your stuff lasts as a tank. Im lucky if my hp jewels last 3 days and my armor a week or so.

That was my point ... by power leveling are you:

a) in a team of equal lvl player, fighting mobs just above you lvl? getting 2.5k-3k every 30secs to a min?

or

b) in an team not balanced in lvl that is using 1 or 2 members powerful enough to kill larger mobs way above the lvl of the majority of the group.

Jewels - okies .... but if they didn't wear out we would only need one jewel per server :P

Armour - I guess if you are power leveling you gain 10 lvls in a week? 10 lvls = new armour :D

Re: Common materials change - beware

Posted: Fri Jan 14, 2005 12:34 pm
by 1mage
ups guess i should read the thread before posting =d

Re: Common materials change - beware

Posted: Wed Jan 19, 2005 2:32 pm
by borg9
Yey, I have finally found out what this line in the patch notes ment :P

Maybe I am a little slow .... but for those still wondering ....

Rites missions give NPC crafting plans (common plans)!

These plans can use any race mats!

Re: Common materials change - beware

Posted: Wed Jan 19, 2005 4:45 pm
by blogie
O.o

Wat!!!!

Tell me more... . I want to make triker guns!! plz where do i get the mission! :)