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Thread: Enchanting data points

  1. #11
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    I'm terrible on managing my enchants, and there are times when I leave things tempering 3 days beyond when they're ready, and I sometimes go weeks without projects. When these changes came out, I was already 1x in lores.
    I wouldn't trade the benefits of other lores to water lore just for enchanting. It's basically like training trading... except trading training isn't locking you out of another option which may be better for your character.


    Regarding 7x temper times:
    You pour your potion on the leathers.
    1d100: 49 + Modifiers: 389 == 438


    As the liquid coats the surface of the black crusading leathers, a misty aura fills the air surrounding it, dancing around your fingers as you gesture over it with a soft incantation spilling from your lips. Small runic symbols flare to life at various points along the surface of the leathers, their blurry edges wavering in response to the cadence of your voice and the liquid in these areas absorbing quickly beneath the surface. When the last of the liquid has vanished, the symbols dissipate and the leathers appears faded. You scrutinize the black crusading leathers, notice nothing amiss, and conclude that the tempering seems to have been successful. You estimate that the black crusading leathers should be ready to enchant in about 15 to 16 days.


    >forage for snapdragon stalk
    d100(Open): -251
    You stumble about in a fruitless attempt at foraging.

    1/6/2014: Setheve completes the promotion ritual and says, "Congratulations, Whirlin, for achieving Guild Master status! We trust you'll serve your guild well."
    1/11/2014: Grandmaster Alchemist
    1/14/2014: Capped, and got Loralaii killed by a GM.
    7/11/2016: Founded the Hand of the Arkati
    9/20/2016: T5 on my bow (Thanks to Isola)... Managed as far as T4 myself.

  2. #12

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    Out of curiosity, would realm flares be enchantable if you were in a realm where they flared something like fire (i.e. Solhaven)? Just wishful thinking probably...

  3. #13
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    wickedly curved faenor waraxe.

    You sense that the waraxe is one of your own projects, and it is ready to be enchanted. It is on the final step of the enchanting process. You recognize the hazy blue aura surrounding it as indicating a strong level of enchantment.

    Unless you are horribly unlucky, you should have no trouble enchanting a wickedly curved faenor waraxe.

    You channel at a wickedly curved faenor waraxe.
    You make a poor attempt! Success!

    6x cast.

    Arcane Symbols.....................| 201 101
    Magic Item Use.....................| 302 202
    Spell Aiming.......................| 302 202
    Harness Power......................| 302 202
    Elemental Mana Control.............| 270 170
    Elemental Lore - Air...............| 105 25
    Elemental Lore - Fire..............| 90 20
    Elemental Lore - Water.............| 108 26
    Survival...........................| 40 8
    Perception.........................| 150 50
    Climbing...........................| 160 60
    Swimming...........................| 201 101

    Spell Lists
    Major Elemental....................| 101

    Spell Lists
    Minor Elemental....................| 75

    Spell Lists
    Wizard.............................| 90

    Strength (STR): 100 (10) ... 100 (10)
    Constitution (CON): 100 (35) ... 100 (35)
    Dexterity (DEX): 100 (40) ... 100 (40)
    Agility (AGI): 100 (35) ... 100 (35)
    Discipline (DIS): 95 (17) ... 95 (17)
    Aura (AUR): 100 (20) ... 100 (20)
    Logic (LOG): 100 (30) ... 100 (30)
    Intuition (INT): 100 (35) ... 100 (35)
    Wisdom (WIS): 100 (25) ... 100 (25)
    Influence (INF): 85 (12) ... 85 (12)
    Mana: 351 Silver: 0
    No, I am not Drauz in game.

  4. #14

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    I have abandoned hope of taking anything really tough from 5-6x.

    Here is a copy of my post on the Officials:

    - - - - -

    I am somewhat depressed by the increase in difficulty of taking a project from 5-6x vs 4-5x.

    Given that the item I was working on is a tough item to enchant, for the 4-5x I was still able to get "unless unlucky" with enhancives.

    However, after the final 5x cast I checked for ability to do 6x and got "need a miracle".

    Here is a log of the casts and the skills/stats used:

    >pr 925
    You trace a series of glowing runes while chanting the phrase for Enchant Item...
    Your spell is ready.
    >ca at my staf
    You gesture at a flame-carved staff of twining rowan tendrils.
    You sense that the staff is one of your own projects, and it is ready to be enchanted. It is on the final step of the enchanting process. You recognize the vibrant green aura surrounding it as indicating a moderate level of enchantment.

    Unless you are horribly unlucky, you should have no trouble enchanting a flame-carved staff of twining rowan tendrils.

    [If you would like to proceed with this enchantment attempt, prepare and CHANNEL the spell at the flame-carved staff.]
    Cast Roundtime 3 Seconds.
    (Forcing stance down to guarded)
    >pr 925
    You trace a series of glowing runes while chanting the phrase for Enchant Item...
    Your spell is ready.
    >chan at my staf
    You channel at a flame-carved staff of twining rowan tendrils.
    You make an okay attempt. Success!

    Visible wisps of essence dance across the surface of the flame-carved staff as you chant quietly, your sure gestures guiding them to slowly coalesce into a pair of small softly glowing runic symbols. The two lone runes flicker momentarily, the intensity of their glow increasing as their form sharpens into crisp, clean edges. Suddenly, the symbols erupt in a cascade of tiny prismatic motes of light, encompassing the staff to form a shimmering layer over its surface. Slowly, the radiant shell sinks into the staff, leaving behind a faint, fading aura.
    Roundtime: 20 sec.
    Cast Roundtime 3 Seconds.
    >
    You feel at full magical power again.
    >pr 925
    You trace a series of glowing runes while chanting the phrase for Enchant Item...
    Your spell is ready.
    >ca at my staf
    You gesture at a flame-carved staff of twining rowan tendrils.
    A muted glow instantly surrounds the flame-carved staff, flickering slightly, and fades a moment later.

    Assuming a flame-carved staff of twining rowan tendrils can be tempered somehow...You will likely need a miracle to complete this enchantment.
    Cast Roundtime 3 Seconds.
    >
    The pale green hummingbird ruffles his feathers.
    >inf
    Name: Askip Askipson Race: Dark Elf Profession: Wizard (shown as: Arcanist)
    Gender: Male Age: 1023 Expr: 29691719 Level: 100
    Normal (Bonus) ... Enhanced (Bonus)
    Strength (STR): 84 (17) ... 94 (22)
    Constitution (CON): 88 (14) ... 98 (19)
    Dexterity (DEX): 100 (35) ... 131 (50)
    Agility (AGI): 100 (30) ... 110 (35)
    Discipline (DIS): 100 (15) ... 116 (23)
    Aura (AUR): 100 (35) ... 124 (47)
    Logic (LOG): 100 (25) ... 115 (32)
    Intuition (INT): 100 (30) ... 110 (35)
    Wisdom (WIS): 100 (30) ... 110 (35)
    Influence (INF): 100 (20) ... 110 (25)
    Mana: 505 Silver: 2
    >skil
    Askip (at level 100), your current skill bonuses and ranks (including all modifiers) are:
    Skill Name | Current Current
    | Bonus Ranks
    Armor Use..........................| 20 4
    Combat Maneuvers...................| 201 101
    Two-Handed Weapons.................| 201 101
    Ranged Weapons.....................| 201 101
    Brawling...........................| 5 1
    Multi Opponent Combat..............| 130 35
    Physical Fitness...................| 201 101
    Arcane Symbols.....................| 321 221
    Magic Item Use.....................| 307 207
    Spell Aiming.......................| 313 213
    Harness Power......................| 421 321
    Elemental Mana Control.............| 302 202
    Mental Mana Control................| 5 1
    Spirit Mana Control................| 140 40
    Elemental Lore - Air...............| 160 60
    Elemental Lore - Earth.............| 117 29
    Elemental Lore - Fire..............| 141 41
    Elemental Lore - Water.............| 186 86
    Survival...........................| 201 101
    Perception.........................| 302 202
    Climbing...........................| 201 101
    Swimming...........................| 201 101
    First Aid..........................| 302 202
    Trading............................| 201 101

    Spell Lists
    Major Elemental....................| 127

    Spell Lists
    Minor Elemental....................| 75

    Spell Lists
    Wizard.............................| 101
    (Use SKILLS BASE to display unmodified ranks and goals)

    For reference the item is fifth tier perm ensorcelled, +5 mana recovery, +16 dex base, and +11 spell aim bonus.

    Is this working as intended?

    Askip

    - - - - - -

    All I can say is... damn.


  5. #15

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    Does the number of enhancements or the amount the bonuses effect the difficulty ? I have a dagger been holding onto for awhile curious if that was a waste lol
    standing between the living and the dead

  6. #16

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    Quote Originally Posted by Derex View Post
    Does the number of enhancements or the amount the bonuses effect the difficulty ? I have a dagger been holding onto for awhile curious if that was a waste lol
    I do not know if the number is a factor, I assume the amount is a major factor.

    To make things worse, here is the response from GM Viduus:

    "The estimate it presented you with was incorrect, you only had around a 50% chance to pull that enchant off, even with your enhancives."

    Double damn, with that low a chance I would not have tried the project with someone else's valuable item.

    He is researching why I got the false estimate.


  7. #17

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    Update from Viduus:

    Ok, for those curious.
    Good news
    -The estimate was correct on the odds
    -The enchant had the same success chances as reported in the estimate

    Bad news
    -The logs need some work after that last revamp.
    -The magnitude of the combined bonuses on the staff were enough to push it out of your skill max. This can happen with ensorcell as well, though that system tends to have lower swings. The stepping process causes the enchanting success window estimate to be narrower than the ensorcell window.

    The meh news
    -We're aware of the desires for this system (less item downtime, less complication, large breadth in item eligibility, higher caps, etc.)
    -That staff can actually be taken to 6x by player enchanters, with a dedicated enchanter skillset, and possibly 7x with an extreme skillset, enhancive set and lots of luck (though I would probably not recommend it).

    Viduus

  8. #18

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    When they change enchanting (likely for the worse) it may have the same issues of the new wps, where there's more opportunities at the low end scaling to impossible at the high end. Keep enchanting at +5 and add the ability to partial enchant anything to round it to the next 5.

  9. #19
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    I have been noticing some issues as well.

    I'm in the middle of a 5-6x project on a plain jane golvern mattock (-10 for golvern). Each time I have checked the difficulty I'm getting the "Unless you are horribly unlucky, you should have no trouble enchanting a scorched golvern war mattock." messaging. Each cast I have received the "You make a very poor attempt!" messaging. I'm also noticing an increase in temper times than what I have experienced over the years for 5-6x projects, the first two pours were 6-7 days and this last pour I received 7-8 days, that's with really good numbers on the end rolls.

    It feels to me like there is something not right.

    You gesture at a scorched golvern war mattock.
    You sense that the mattock is one of your own projects, and it is ready to be enchanted. It is on the third step of the enchanting process. You recognize the vibrant blue aura surrounding it as indicating a strong level of enchantment.

    Unless you are horribly unlucky, you should have no trouble enchanting a scorched golvern war mattock.

    You channel at a scorched golvern war mattock.
    You make a very poor attempt! Success!

    P.S. Just finished the third cast, same results. 6-7 days on the pour again.
    Last edited by Neveragain; 11-22-2018 at 10:46 AM. Reason: for accuracy


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  10. #20

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    Clarification from Viduus on an old negative:

    >where did I get the impression that non-wizards in the room would be a negative?

    >There was a penalty on this at one point in the past. I'm guessing it was some counter measure for infusion parties, or something, but it's gone now.

    Viduus

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