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Askip
10-19-2016, 09:48 PM
From the play.net forums:
-----------------------------

I had thought I had posted the full details of the update to Enchant Item (925), but it seems like there is still a lot of confusion (and I know we've made some changes since the original announcement, like on failures). So to list some of the specifics:

* When you CAST 925 at an item, it will give you a reading to tell you how likely you are to succeed on the final (i.e. the most difficult) cast. It will not actually try to enchant the item unless you CHANNEL, and during which, it will also give you more information regarding how lucky (or unlucky) you were with the attempt. This mimics the setup of Ensorcell (735).
* Tempered items will no longer shatter in combat, but they still cannot be used.
* Catastrophic and cursed item failure are being removed. It will no longer be possible to destroy or curse an item.
* The only possible failures are (ordered worst to best):
1.) Reset: the project is reset and you lose all progress toward it. You can immediately restart the project. This is the worst possible outcome.
2.) Lock: the project is locked and you cannot progress on it any further. It will not expire. A merchant can unlock it or you can untemper it to immediately remove all progress on it and the lock.
3.) Damage (toward progress, not the actual item): your progress is damaged and the current step of the enchant process is lowered (i.e. if you were on step 3 of a 5x enchant, it could be lowered to step 2 and you would have to wait for it to temper again).
4.) Delay: the temper time is reset, so you must wait again until it's ready again.
5.) Minor: no actual penalty, simply fails. You can immediately retry.
* Trainining in Elemental Lore, Water decreases the amount of time it takes to temper items. As a wizard reflects upon their experience (i.e. is online and gaining experience), they are able to store trace amounts of mana from each pulse, which they then infuse into their tempering potions to make them more effective. There is a weekly and maximum cap, which a wizard can SENSE.
* Training in the other Elemental Lores will allow a wizard to enchant items with elemental flares, but it requires a special pre-temper potion and 100 ranks of the appropriate lore (i.e. 100 EL:F ranks to enchant fire flaring weapons, etc). The mana points gained from the EL:W benefit may also be used to substitute up to 50 lore ranks (so a wizard who trains 50 ranks in each elemental lore can use mana points to also enchant any elemental flaring item). Elemental flares include heat, cold, water, air, vacuum, electricity, impact, acid, and steam.

GameMaster Estild
---------------------
Lots of discussion about the (un)likelihood of finding an unlock merchant.

:D

drauz
10-19-2016, 09:53 PM
From the play.net forums:
-----------------------------

I had thought I had posted the full details of the update to Enchant Item (925), but it seems like there is still a lot of confusion (and I know we've made some changes since the original announcement, like on failures). So to list some of the specifics:

* When you CAST 925 at an item, it will give you a reading to tell you how likely you are to succeed on the final (i.e. the most difficult) cast. It will not actually try to enchant the item unless you CHANNEL, and during which, it will also give you more information regarding how lucky (or unlucky) you were with the attempt. This mimics the setup of Ensorcell (735).
* Tempered items will no longer shatter in combat, but they still cannot be used.
* Catastrophic and cursed item failure are being removed. It will no longer be possible to destroy or curse an item.
* The only possible failures are (ordered worst to best):
1.) Reset: the project is reset and you lose all progress toward it. You can immediately restart the project. This is the worst possible outcome.
2.) Lock: the project is locked and you cannot progress on it any further. It will not expire. A merchant can unlock it or you can untemper it to immediately remove all progress on it and the lock.
3.) Damage (toward progress, not the actual item): your progress is damaged and the current step of the enchant process is lowered (i.e. if you were on step 3 of a 5x enchant, it could be lowered to step 2 and you would have to wait for it to temper again).
4.) Delay: the temper time is reset, so you must wait again until it's ready again.
5.) Minor: no actual penalty, simply fails. You can immediately retry.
* Trainining in Elemental Lore, Water decreases the amount of time it takes to temper items. As a wizard reflects upon their experience (i.e. is online and gaining experience), they are able to store trace amounts of mana from each pulse, which they then infuse into their tempering potions to make them more effective. There is a weekly and maximum cap, which a wizard can SENSE.
* Training in the other Elemental Lores will allow a wizard to enchant items with elemental flares, but it requires a special pre-temper potion and 100 ranks of the appropriate lore (i.e. 100 EL:F ranks to enchant fire flaring weapons, etc). The mana points gained from the EL:W benefit may also be used to substitute up to 50 lore ranks (so a wizard who trains 50 ranks in each elemental lore can use mana points to also enchant any elemental flaring item). Elemental flares include heat, cold, water, air, vacuum, electricity, impact, acid, and steam.

GameMaster Estild
---------------------
Lots of discussion about the (un)likelihood of finding an unlock merchant.

:D

Almost every wizard: Ensorcell is great, you should look into making enchant more like it

Estlid: We are going to make it take less time with a lore that almost no one uses and we are going to take away the item destruction.

Maerit
10-19-2016, 09:54 PM
Can you link the post, or is this an old discussion?

drauz
10-19-2016, 09:56 PM
http://forums.play.net/forums/GemStone%20IV/Wizards/Wizard%20Spells/view/3163

Its a new discussion.

kutter
10-20-2016, 10:38 AM
Well, I have only played a wizard for a couple of years now so I am sure I have no idea what I am talking about but, nothing in this seems to make me want to get excited. Seems you can either have a viable hunting wizard or an enchanting wizard but not both, not if you really want to explore the upper limits of enchanting, ie. reduced time, enchanting something with flares, etc.

I guess I will just keep hunting mine and not worry about it since it seems, at least on the surface, that if you can enchant it now, you will be able to after. I for one will not make mine into an enchant bot.

Did wizards do something to piss the GM's off? It sure seems they are getting the short end of the stick lately, what with the spell changes and now this.

Fallen
10-20-2016, 11:01 AM
* Trainining in Elemental Lore, Water decreases the amount of time it takes to temper items. As a wizard reflects upon their experience (i.e. is online and gaining experience), they are able to store trace amounts of mana from each pulse, which they then infuse into their tempering potions to make them more effective. There is a weekly and maximum cap, which a wizard can SENSE.

Have they gone into detail about how much reduced time is possible?

mgoddess
10-20-2016, 11:22 AM
* Catastrophic and cursed item failure are being removed. It will no longer be possible to destroy or curse an item.
While the rest is okay, this right here, makes me so freaking happy. I've held off on getting things wiz-enchanted for so long because I hate the idea of items just outright being zap-cursed/zap-destroyed.

Askip
10-20-2016, 11:39 AM
Have they gone into detail about how much reduced time is possible?

Not yet.

:D