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	<title>Post:Breakage - 09/02/2012 - 03:02 - Revision history</title>
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		<id>https://elanthipedia.play.net/index.php?title=Post:Breakage_-_09/02/2012_-_03:02&amp;diff=321050&amp;oldid=prev</id>
		<title>CARAAMON: 1 revision</title>
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		<updated>2014-05-12T02:49:31Z</updated>

		<summary type="html">&lt;p&gt;1 revision&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:49, 11 May 2014&lt;/td&gt;
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		<author><name>CARAAMON</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Post:Breakage_-_09/02/2012_-_03:02&amp;diff=321049&amp;oldid=prev</id>
		<title>CARAAMON: Created page with &quot;{{Post |a=DR-RAESH |t=Re: Breakage |d=09/02/2012 03:02 AM CDT |n=838 |f=The Moon Mages \ The Heavens, Predictions, and Divination Tools |c=m,d |p=&#039;&#039;&gt;&gt;Is it not possible to hav...&quot;</title>
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		<updated>2012-09-02T10:21:48Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{Post |a=DR-RAESH |t=Re: Breakage |d=09/02/2012 03:02 AM CDT |n=838 |f=The Moon Mages \ The Heavens, Predictions, and Divination Tools |c=m,d |p=&amp;#039;&amp;#039;&amp;gt;&amp;gt;Is it not possible to hav...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Post&lt;br /&gt;
|a=DR-RAESH&lt;br /&gt;
|t=Re: Breakage&lt;br /&gt;
|d=09/02/2012 03:02 AM CDT&lt;br /&gt;
|n=838&lt;br /&gt;
|f=The Moon Mages \ The Heavens, Predictions, and Divination Tools&lt;br /&gt;
|c=m,d&lt;br /&gt;
|p=&amp;#039;&amp;#039;&amp;gt;&amp;gt;Is it not possible to have both Quick + Break, and Slow + Permanent in the new crafting? Based off of the materials used to create it, or the &amp;#039;type&amp;#039; of item it creates?&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
New tools have a quality factor based on their construction which controls how fast they &amp;quot;wear down&amp;quot; but ultimately either tools break or they don&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;gt;&amp;gt;Are variable bond/break rates out of the question? Slow bond / Medium - high random break chance for store bought (variable by cost). Player made: Medium to fast bond, Medium - low break chance based on crafter skill. For treasure/quest: Fast bond, very low break chance. In all cases, astrology skill reduces break chance. With enough skill, treasure/quest will never break. Likewise with bonding. Random chance to get a bonus bond point based on astro skill pool size.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
More or less the same answer. Some of what you&amp;#039;re thinking there is similar to how I have I have it working in development right now, but in the end, either tools break or they don&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;gt;&amp;gt;Also the possiblity of getting them &amp;quot;altered&amp;quot; for a specific look, in addition to being able to craft them.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m not sure what you&amp;#039;re asking for here that isn&amp;#039;t possible now.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;gt;&amp;gt;I vote slow bond + permanent breakage.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Remember Caraamon, Barbarians aren&amp;#039;t people. And you have to be a people to get a vote.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;gt;&amp;gt;As an aside, it wouldn&amp;#039;t hurt to have them require repairing, even if breaking isn&amp;#039;t forever.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The current (new) design tools do take damage over time and this will effectively &amp;quot;Cap&amp;quot; them, but they won&amp;#039;t straight up break, goodbye, no more item. Which makes me leery of adding repairs at this time, but it&amp;#039;s something I have in mind for the future once we have the system somewhat more balanced and crafting is more intertwined.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;gt;&amp;gt;Everything Bisclavret said about crafting.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Potentially possible.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;gt;&amp;gt;Not this. I feel we already have this mechanic, vis a vis the current observe/predict mechanics.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Except we don&amp;#039;t really. There&amp;#039;s a LOT of bad information out there about how prediction works, and bonding works, and... well a lot of things, but that&amp;#039;s mostly because the system provides basically no feedback and is very hard to actually manipulate.&lt;br /&gt;
&lt;br /&gt;
Here&amp;#039;s how current bonding works:&lt;br /&gt;
&lt;br /&gt;
If you crit every physical bond factor goes up by 2.&lt;br /&gt;
&lt;br /&gt;
If you fumble the reverse happens. (Except Bones. Bones are weird.)&lt;br /&gt;
&lt;br /&gt;
1 in 101 chance of either happening.&lt;br /&gt;
&lt;br /&gt;
Outside of that every time you do a prediction there&amp;#039;s a random chance the tool tries to bond (This rate depends on the type of tool).&lt;br /&gt;
&lt;br /&gt;
Assuming we&amp;#039;ve decided we&amp;#039;re going to bond we produce a number following this formula:&lt;br /&gt;
&lt;br /&gt;
If correct sect +1, else -1 (HH = 0).&lt;br /&gt;
&lt;br /&gt;
If charisma &amp;gt; stat average +1, else -1 (if equal 0). This is why I&amp;#039;ve said things like &amp;quot;Training strength can make it less likely your tools bond&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If scholar &amp;gt; &amp;quot;lore average&amp;quot; (Defined as scholar + teaching + app + music + mech + astro -- yes, musical theory, it was never updated, so this is a really easy one to get) +1, else -1 (if equal 0). And this is why I&amp;#039;ve said &amp;quot;Training your mech lore can reduce your chance to bond etc.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If astro &amp;gt; &amp;quot;lore average&amp;quot; blah blah same thing.&lt;br /&gt;
&lt;br /&gt;
If AUS +2&lt;br /&gt;
&lt;br /&gt;
If seer&amp;#039;s sense +2&lt;br /&gt;
&lt;br /&gt;
The cap is +4.&lt;br /&gt;
&lt;br /&gt;
After that a random number is generated which controls if the bonding is good, bad or doesn&amp;#039;t actually happen after all. So you end up with something like a 25 to 75% chance of the bond being good or bad, then it picks one of the 7 random factors and adjusts it by +1 or -1.&lt;br /&gt;
&lt;br /&gt;
This is why the &amp;quot;bonds&amp;quot; on tools move very little, even under ideal circumstances, but you can use a streak of crits to move the physical qualities quite a bit. But of course fumbles and crits are just pure luck, so you&amp;#039;re just as likely to have a series of fumbles that totally tank your tool.&lt;br /&gt;
&lt;br /&gt;
Yes I&amp;#039;m telling you this because I&amp;#039;ve wanted to for a long time and I&amp;#039;m not worried about people trying to game a system that is nearly impossible to game that is also going away very shortly.&lt;br /&gt;
&lt;br /&gt;
More details about how new bonding will work later -- but suffice it to say most of the above? NOT how it will work.&lt;br /&gt;
&lt;br /&gt;
-[[Raesh]]&lt;br /&gt;
|sub=Prediction Tools&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CARAAMON</name></author>
	</entry>
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