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Questions on item descriptions

Posted: Thu Jul 07, 2005 1:43 pm
by ehoelker
I am very new to the game but enjoying it immensely. It seems very complex but I am very quickly wrestling the concepts under control. I did have a question though.

I was wondering what exactly all the sliders and stats on weapons meant? I mean what does lightness affect and what is sap-load? Does anyone know of a site or guide that explains all this stuff?

Re: Questions on item descriptions

Posted: Thu Jul 07, 2005 1:50 pm
by sehracii
Welcome to Ryzom!


Lightness I'm not sure on. I know its an actual stat on equipment, and I think it relates to the weight of the object. If you weigh yourself down too much you may be unable to move.

However, in months of playing I've never seen that happen, and I wholeheartedly ignore the lightness stat on everything.


Sap load isn't typcailly an important stat but one you may want high in certain situations.
Weapons can be enchanted with magic spells. To cast these spells, the item must have sap on it to be used. This sap is filled by creating sap crystals and filling the sap load of the item. The stat in crafting windows is a measure of the max sap load an item can hold. The higher the sap load, the more casts of enchanted spells you can have before needing to refill. Generally it's not important it be high.

Re: Questions on item descriptions

Posted: Thu Jul 07, 2005 3:34 pm
by akicks
sehracii wrote:Welcome to Ryzom!


Lightness I'm not sure on. I know its an actual stat on equipment, and I think it relates to the weight of the object. If you weigh yourself down too much you may be unable to move.

However, in months of playing I've never seen that happen, and I wholeheartedly ignore the lightness stat on everything.
Try carrying several stacks of bullets :P

Re: Questions on item descriptions

Posted: Thu Jul 07, 2005 3:35 pm
by kostika
The weight of your armour, (and jewels), counts towards your encumberment. So armour weight is a factor, but not one that most people take into account much.

Sap load can be important if you're going to use enchantments on weapons. I personally suggest that people use them if only for resing people quickly.

Re: Questions on item descriptions

Posted: Thu Jul 07, 2005 3:40 pm
by sehracii
akicks wrote:Try carrying several stacks of bullets :P

Hehe, I can imagine that would become a problem. I also recently has a guildmate somehow hold enough heavy vests to freeze himself in place.


But on armor you're wearing, I don't think lightness matters.

I suppose on bullets you could try to maximize the lightness stat to carry more?

Re: Questions on item descriptions

Posted: Thu Jul 07, 2005 4:45 pm
by ehoelker
Is there anyway to get a number out of the little bars?

Ok so how do those bars relate from one item to a next.

Take a light vest for instance. Will the bars naturally be higher on ql250 vs a ql20 or are the bars realtive to what ql it is assuming that the vests are made from the same pattern.

What about dissimilar items like a heavy vest vs a casters vest. Are the bars relative in that case?

Re: Questions on item descriptions

Posted: Thu Jul 07, 2005 4:55 pm
by sehracii
ehoelker wrote:Is there anyway to get a number out of the little bars?

Ok so how do those bars relate from one item to a next.

Take a light vest for instance. Will the bars naturally be higher on ql250 vs a ql20 or are the bars realtive to what ql it is assuming that the vests are made from the same pattern.

What about dissimilar items like a heavy vest vs a casters vest. Are the bars relative in that case?

The formulas for turning the pre-craft bars into post craft item stats are still to be determined, as far as I know.

THe bars are specific to the Qlvl of the item though. They are related to the max values that Q item can possibly have. A Q20 and Q200 vest precraft window can ook exactly the same, but the Q200 will obvious have mugh higher stats in the "max vs" catagories. However, some stats have the same max regardless of Q, and I think dodge modifiers, protection factor, and speed on weapons all fit in that category.

From light vest to heavy vest the outputs will be very different to. Light armor protection factor is around 10% and heavy is aorund 50%. So a high rating on hose items will result in maybe 11% on light and 52% ont he heavy, even if they're identical pre-craft.

Re: Questions on item descriptions

Posted: Thu Jul 07, 2005 5:26 pm
by ehoelker
Thanks for all your help so far. My addled brain is quickly settling into it's normal pile of congealed ooze.

Another question though. Does wearing a certain kind of armor affect your skills. For instance, does wielding a weapon make casting more difficult (other than not having the benefits of those magic amplifier things) or heavy armor make you slower to hit stuff.

If I think of mor questions I will constantly pester you and your in too deep now to give up so just give in to it.

Re: Questions on item descriptions

Posted: Thu Jul 07, 2005 5:31 pm
by sehracii
ehoelker wrote: Another question though. Does wearing a certain kind of armor affect your skills. For instance, does wielding a weapon make casting more difficult (other than not having the benefits of those magic amplifier things) or heavy armor make you slower to hit stuff.

Equipment in this game has what is called an action malus. Heavy armor has a value of 20 I believe, medium 7.9 and light 0. Melee weapons and shields have one as well. The higher your total action malus, the more it will cost to cast a spell or perform an action. Say your base acid costs 25 sap. With full heavy armor and sword and shield it might cost 50, I'm not sure on the exact numbers. It will also be slower and have less range.

The same applies to stamina usage on melee attacks. You will use much much less if in lgiht gear rather then heavy.

This is why diggers and mages are alwas in light armor.

Re: Questions on item descriptions

Posted: Thu Jul 07, 2005 6:18 pm
by danadita
Would that crafters could break the code of those little bars!! What materials are used to craft the item directly affects the stats. Some animal mats are better than harvested ones (I'm fond of gingo ligaments myself for light armor) and vice the versa - supreme and excellent mats produce different stats. Hence the wonder and the glory of discovering recipes for the most durable/protecting/dodge armor or the fastest/most damage per hit weapon.

Collect all kinds of things and see what each does. You'll either see it as a needless complication or as an opportunity to have the best recipe ever. Muhaahaha.

*downs another slug of Nyquil* What were we talking about? *looks out window* It would appear I'm on the right planet... hopefully I've made some kind of sense! *slinks off in search for more tissues*
ehoelker wrote:Is there anyway to get a number out of the little bars? Ok so how do those bars relate from one item to a next. Take a light vest for instance. Will the bars naturally be higher on ql250 vs a ql20 or are the bars realtive to what ql it is assuming that the vests are made from the same pattern. What about dissimilar items like a heavy vest vs a casters vest. Are the bars relative in that case?