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Jewel HP's?

Posted: Wed Dec 22, 2004 5:25 am
by zonoli
I know the latest patch now has jewelry degrade in the likes of armor - but is it a little too much? My Q100 +HP jewels lost almost 20pts in a few hours of fighting today. My Q130 +Focus jewels lost 10-15 in about 4 hours of foraging with 2 explosions max.

Are jewels going to rot this fast? Is it the same with armor rumor that a nekkid teammate degrades everyones armor faster? At this rate, jewels will rot in 10-15 hours of usage (based on 20pts in ~2 hours of fighting as I experienced today.)

Re: Jewel HP's?

Posted: Wed Dec 22, 2004 7:33 am
by tinpony
zonoli wrote:I know the latest patch now has jewelry degrade in the likes of armor - but is it a little too much? My Q100 +HP jewels lost almost 20pts in a few hours of fighting today. My Q130 +Focus jewels lost 10-15 in about 4 hours of foraging with 2 explosions max.

Are jewels going to rot this fast? Is it the same with armor rumor that a nekkid teammate degrades everyones armor faster? At this rate, jewels will rot in 10-15 hours of usage (based on 20pts in ~2 hours of fighting as I experienced today.)

All tools and new HP stuff seems to be suffering from odd accelerated wear. 15 combines knocked 5 points off my armour-crafter tools. My friend was crafting jewelry and 20 combines broke a new (never been used) set of tools.

Tin.

Re: Jewel HP's?

Posted: Wed Dec 22, 2004 1:31 pm
by dandra8
I agree jewels are gettin wasted way too easily, it reminds me of pre patch1 decay rates on armor and is kinda outlandish right now.. Do I smell another rise of the jewel crafters?

Re: Jewel HP's?

Posted: Wed Dec 22, 2004 7:18 pm
by bmaze
Keep in mind that jewel crafters used to make them with whatever was handy, be it basic, fine or choice mats as degrade and bonus were not implemented.
It could simply be that your jewel set has very bad durability.

Re: Jewel HP's?

Posted: Wed Dec 22, 2004 7:45 pm
by usinuk
bmaze wrote:Keep in mind that jewel crafters used to make them with whatever was handy, be it basic, fine or choice mats as degrade and bonus were not implemented.
It could simply be that your jewel set has very bad durability.
That's actually a good catch. When we make jewels out of most basic/fine mats, durability tends to be 0-4 out of 100.

Not something we've ever looked at as crafters before, but will have to think about it. But the change is long overdue; I for one have hated seeing sets I crafted 2 months ago for resale on the market.

Re: Jewel HP's?

Posted: Wed Dec 22, 2004 8:07 pm
by zzeii
Unforunately, I lost 20hp off my supreme set of q140 hp jewelry in about an hour or so of hunting. And they only had about 130 hp to start

Re: Jewel HP's?

Posted: Wed Dec 22, 2004 8:08 pm
by plarfman
I was running around last night and noticed that my jewelry also was taking what seemed an excelerated degrade rate. I lost about 15 on a 110 set in about 3hrs and while I dont want my jewels to last forever I dont want to have to replace them after 1-2 days of gaming. Does anyone else have any input into this problem?

Re: Jewel HP's?

Posted: Wed Dec 22, 2004 8:16 pm
by usinuk
zzeii wrote:Too bad I lost 20hp off my supreme set of q140 hp jewelry in about an hour or so of hunting. And they only had about 130 hp to start
Just checked using supreme seeds and amber, which I normally don't waste on jewelry. Durability is still awful, in the 20% range, unless its a full supreme set where durability runs around 50-60% depending on the seed and amber combo. Basically, it means that the basic/fine/choice seed/amber combo we jewelers use to make most of the stuff you've bought is designed to wear out like tissue paper.

Come to think of it, only time I've even gotten really good durability is with animal mats...can't recall which one that gave me 'fine matis earring of durability' mod.

And I can't say I feel terribly sorry for you zz. You haven't exactly supported crafters when we've been nerfed in the past, so now feel our pain. :) Jewelry prices have come crashing down by 80-90% since patch 1 - I've seen ql100 sets go for 50k versus 500k pre-patch. Considering it costs jewelers more to level than any other profession outside of ranged fighting, its probably appropriate that there's a catchup somewhere along the line. That said, the decay rates accompanying 8% durability sound a little extreme - seeds probably need tweaking up a tad.

Re: Jewel HP's?

Posted: Wed Dec 22, 2004 8:22 pm
by zzeii
I wasn't complaining, just pointing out a fact that it's not just basic/fine jewelry that gets a slow degrade.

I support crafters in game. I want something made, I generally pay with multiple times the mats necessary for the gear I want. I know dappers are worth jack, so I pay with something that has a bigger value. Mats to grind with.

Re: Jewel HP's?

Posted: Wed Dec 22, 2004 8:28 pm
by usinuk
zzeii wrote:And I don't know where this 'non-support' for crafters is coming from. If it's because of my opinions, whatever, we all have our own opinion. And not to mention....I craft as well, q120 armor and q110 melee, and q80 ranged. So you can take your 'pain' and shove it, since I know what you are trying to boo-hoo about, k?
Not to pick on you zz - there are certainly others like you - but I can point to multiple posts you've made where a number of crafters like myself were pointing out nerfs to the profession and you cheered them on as reasonable changes. Calling them 'boo-hoos' just confirms what I'm saying. But your opinion is your opinion, and some of them (ranged in particular) can be reasonable, and heck, I've even gone to the trouble of confirming a bug or two you've reported.

But unless you've ground up 6 lines to even get to 100 to get reasonable failure rates, with the added time consumer of 60 or 70 exp per earring, no offense, but you don't have any idea what pain is when you spend 20-30m dappers on a profession to get a return of nothing given what's happened to prices. True pain is being a lower level jeweler going through tens of thousands of mats, not being a q120 heavy armor crafter where items aren't a commodity and you can actually make something resembling a return without the time invested.

That said, I'm not interested in turning this into a flame war. The OP's point appears valid, and I am going to make a full 60% durability set to see how it compares to an 8% one in use.