Post:Re: New HE Enchantment Info! - 10/29/2017 - 02:03

From Elanthipedia
Jump to navigation Jump to search
Re: New HE Enchantment Info! · on 10/29/2017 02:03 2223
- Enchantability (precision?) is inversely proportional to how "good" the armor or weapon is. Tyrium bad, Niniam good.

Perhaps somewhat at first, but that was just one example I presented. As time goes on more materials will be added that allow for higher Tier stats in combination with stronger enchantments. There has always been an interest in making some of the less-physical materials be useful via enchanting, and this will attempt to do so.

- High complexity

That was my original thought, but has become very difficult to balance. It is more likely "complexity" will change to "compatibility", and some enchantments won't be compatible with each other.

- When enchantments reach 0 duration or charges, they disappear, similar to how weapons used to be destroyed.

Today this is only true for charge-based items. Once I am able to workaround the system limitation that will no longer be true. The matrix will exist until removed or recharged.


- Quality is determined by Enchanting skill (lore) and pattern difficulty (similar to weapons/armor/etc).

Yes, just like Quality does in crafting today.


- Precision (tier) id determined by the fodder, such as sigils in the same way stats are determined for weapons and armor.

Yup.

- Grade is not comparable to weapons/armor and determines whether you can use the item. It's based off arcana skill. It's a binary yes/no on success, with a fudge factor, and failing means you use charges. It doesn't affect passive enchantments.

Grade sets the skill check to use the enchanted item. If you meet the requirement you succeed 100% of the time. Up until that threshold it is sliding scale of success. I intend to add a QoL improvement to FOCUS, so for any given enchantment you can see how effectively you will use it.


- You can replace enchantments easily (skill and resource dependent), which is the expected behavior for farmable enhancements with in-game resources. Underlying materials can be salvaged, and the sigils will be the consumable resource.

Pretty much. The advantage for MT is you get them instantly, and they may be stronger or better in other ways than 24/7 craftable options.

- Arcana is the primary skill used to harvest sigils.

Yes, though Outdoorsmanship skill still plays a small role IIRC.


1. Will manatype determine who can apply an enchantment, or will everyone be able to apply all mana type enchantments or their mechanical equivelants? If so, will they just need to find that mana type's sigils?

I am trying very hard not to exclude any of the primary enchantments from a particular Guild.


2. Do passive enchantments have durations while active enchantments have charges? Or will it mix and match?

Mix and match.


3. Will it be possible for a trader to create an item they can't use, or will quality always determine success even if it uses more charges than normal with low arcana?

Yes, entirely possible.


4. Will there be scrolls that anyone can use or buy to apply an enchantment, or will they need to find a crafter each time they want to replace it?

I don't know how to make a "scroll" system work from a mechanic's perspective. The enchanting difficulty and end result is all based on the underlying materials and sigils used, which makes it very difficult to abstract out to a scroll.

5. How long are the enchantments expected to last before needing to be replaced/infused? A single hunting session? Multiple sessions? Months? Years?

Please note - Enchantments do NOT lose potency even when at 1 durability remaining.

Lifespan will vary from enchantment to enchantment. Flares, the first durability-based enchantment coming soon to HE, should last for 6 months hunting 8 hours a day. That should make them almost permanent for casual players... but I can see how the 24/7 scripters will need to replace them every few months.


6. Can sigils be harvested anywhere, or are they only found in certain areas?

An algorithm will determine what Primary and Secondary Sigils are available in each room in the game. You will then use PERCEIVE to engage the harvest process. Environmental factors will affect the algorithm. So I'm sure some scripts will be made to instantly determine where to harvest what you want. Others may have to hunt around a bit. Rooms will only produce 1 sigil with a cooldown, so I could see those scripts needing to be somewhat complex :P

Unlike mining/lumberjacking, a minigame will allow you to gamble for higher-tier sigils. So they should be more available regardless of how many people are harvesting. Sigil books have also been rewritten to allow for easy organization, and reduced inventory count :P

This message was originally posted in Lore - Enchanting Skill, by DR-KODIUS on the play.net forums.