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View Full Version : Official: Enchant and Ensorcell Gear Difficulty Standardization



Alastir
12-05-2020, 12:22 AM
Enchant (925) and Ensorcell (735) have been standardized to use the same routine to calculate gear difficulty (based on its properties). Some details and correlated updates are noted below:

1) Gear difficulty can now be determined via Bardic loresinging.

2) Since Wizards will soon be able to 3x Elemental Mana Control (MC), Sorcerers have had their ensorcell power increased in the MC component from (EMC/4 + SMC/4) to instead use (the higher of EMC and SMC) / 2 + (the lower of EMC and SMC) / 4.

3) Zelnorn is now enchantable by player Wizards (and ensorcellable by Sorcerers); it has a material modifier of -250. Additionally, the material modifier for admanatine has been changed from -500 to -150.

4) A widely unknown by players aspect of gear difficulty is that properties inherent to a material (such as lightning flares on zorchar) do not come at any additional gear penalty since the penalty is implicitly handled by the material modifier. There was a bug with this feature for naturally weighted, padded, and sighted gear (such as razern or sephwir). This has been resolved. It should now be easier to enhance these materials.

5) No penalties will be assessed for Bless (304), Elemental Blade (411), or Minor Elemental Edge (902).

6) Many combat scripts have seen their gear difficulty adjusted; in the vast majority of those cases, they are now easier to enchant. Simultaneously, 735 has been updated to assign a script penalty for all combat scripts. This penalty should match 925's except in rare cases when there's a specific reason for the difference.

7) Flares and materials with variable bonuses now also have variability in their gear difficulty. Previously, all flares used a -100 penalty. Mana flares now are -20 per mana, acuity flares are now -15 per tier, and dispel flares are -100 for one spell attempt, increasing by -50 for each additional spell. Finally, surita's material modifier has been changed from a flat -150 to -100 for lesser (d110) surita and -250 for greater (d125) surita.

8) Potions that remove the enchanting penalty of elemental flares (such as a fiery ilvan'eth potion) now also work for ensorcelling.

9) A longstanding bug has been resolved where minor scars were contributing a fairly sizable penalty to 735, 925, RECALL, and TATTOO attempts. Minor scars now result in no penalty.

GameMaster Oscuro


http://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/Magic/view/479

mgoddess
12-05-2020, 12:26 AM
Enchant (925) and Ensorcell (735) have been standardized to use the same routine to calculate gear difficulty (based on its properties). Some details and correlated updates are noted below:

1) Gear difficulty can now be determined via Bardic loresinging.

2) Since Wizards will soon be able to 3x Elemental Mana Control (MC), Sorcerers have had their ensorcell power increased in the MC component from (EMC/4 + SMC/4) to instead use (the higher of EMC and SMC) / 2 + (the lower of EMC and SMC) / 4.

3) Zelnorn is now enchantable by player Wizards (and ensorcellable by Sorcerers); it has a material modifier of -250. Additionally, the material modifier for admanatine has been changed from -500 to -150.

4) A widely unknown by players aspect of gear difficulty is that properties inherent to a material (such as lightning flares on zorchar) do not come at any additional gear penalty since the penalty is implicitly handled by the material modifier. There was a bug with this feature for naturally weighted, padded, and sighted gear (such as razern or sephwir). This has been resolved. It should now be easier to enhance these materials.

5) No penalties will be assessed for Bless (304), Elemental Blade (411), or Minor Elemental Edge (902).

6) Many combat scripts have seen their gear difficulty adjusted; in the vast majority of those cases, they are now easier to enchant. Simultaneously, 735 has been updated to assign a script penalty for all combat scripts. This penalty should match 925's except in rare cases when there's a specific reason for the difference.

7) Flares and materials with variable bonuses now also have variability in their gear difficulty. Previously, all flares used a -100 penalty. Mana flares now are -20 per mana, acuity flares are now -15 per tier, and dispel flares are -100 for one spell attempt, increasing by -50 for each additional spell. Finally, surita's material modifier has been changed from a flat -150 to -100 for lesser (d110) surita and -250 for greater (d125) surita.

8) Potions that remove the enchanting penalty of elemental flares (such as a fiery ilvan'eth potion) now also work for ensorcelling.

9) A longstanding bug has been resolved where minor scars were contributing a fairly sizable penalty to 735, 925, RECALL, and TATTOO attempts. Minor scars now result in no penalty.

GameMaster Oscurohttp://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/Magic/view/479
Being able to enchant Zelnorn... excellent. Everything else... bonus!

Maerit
12-05-2020, 03:05 AM
Sounds like Sorcerers and Wizards will get energy / essence in slow mo compared to before though. Might take a good bit longer now that they're going monk style. No more over-hunting for Sorcerers to cap out quickly for the week. Also seems there's nothing adding to the rate of gains for training any longer?

Maerit
12-05-2020, 03:06 AM
This too:



In addition to the gear standardization changes announced earlier, all professions that earn weekly resource for crafting services have moved to experience-based models, similiar to the system monks use. Wizards, sorcerers, and bards have been updated to use this model. Your previous systems will convert to using a 50k exp a week cap and a 200k exp total cap.

Wizards caps have changed from 16,000 to 50,000, and 64,000 to 200,000. As a result, their current enchant costs have increased by a factor of 3.125 to maintain the same ratio.
Sorcerer caps have changed from 10,000 to 50,000, and 35,000 to 200,000. As a result, their current ensorcell costs have increased by a factor of 5 to maintain the same ratio.
Bard RECALL costs have changed from 1/2/3/4/5 LKPs to 50k/75k/100k/125k/150k LK. As a result loresong unlocks will now cost 50k per previous LKP.

Additionally, any leftover tempering potions infused with mana from the old version of Enchant have been updated to no longer be limited by your weekly cap. You may consume them up to your total cap. If they would put you over your total cap the infused mana will not be converted and will remain with the potion until you have more room.

If you still have uninfused mana, then it is recommended you use the following process to convert it: Find an old style tempering potion - these can still be found at the guild shops and alchemist for the time being. Use the following syntax to convert outstanding mana:

infuse mana my potion

These potions will eventually be removed from shops and the old mana will at that time move to an automatic conversion to essence. So if you'd like to store it in potions, it is recommended you do so sooner rather than later.

Viduus

Winter
12-05-2020, 07:25 AM
Being able to enchant Zelnorn... excellent.

Yay!

BlueMonkey
12-05-2020, 07:37 AM
For the love of god I wish they would update their forums.

Archigeek
12-05-2020, 08:06 AM
All of this is great, but they still are pretending that what they've done to veil iron is a benefit.

Astray
12-05-2020, 08:30 AM
For the love of god I wish they would update their forums.

That would require time, effort, competency and money. These are not what they are about.

drumpel
12-05-2020, 09:39 PM
So wizards are going back to earning essence based on exp and not solely from kills.

Sad part is, everyone is going to be playing the Lumnis Contest game to build up their energy/essence. I fucking hate the pulse system used for this method. At least sorcerers are getting fucked over in this change and it's not just some punishment directed towards wizards.

Welcome to our pain, sorcerers! HAHAHAHAHA!

Donquix
12-05-2020, 11:14 PM
It's definitely not much slower for most wizards, and probably even faster for some. It's also definitely a lot less *effort* for the same result even if it's a bit slower. More exp soaking less killing 1200 mana worth of shit every hunt.

Sorcerers it's a straight nerf but necrojuice was also hilariously easy exploit so, tough.

Zosimos Alchemista
12-06-2020, 01:34 AM
3) Zelnorn is now enchantable by player Wizards (and ensorcellable by Sorcerers); it has a material modifier of -250. Additionally, the material modifier for admanatine has been changed from -500 to -150.

lol guess my 10x zelnorn plate just lost about 700m of value. huh, ok

Skeletor
12-06-2020, 09:30 AM
lol guess my 10x zelnorn plate just lost about 700m of value. huh, ok

Did not think of it this way at all. :(

Well, at least Adamantine value went up quite a bit.