Talk:Crafting: Difference between revisions

From Elanthipedia
Jump to navigation Jump to search
Line 138: Line 138:
** Outfitting - pins, tanning lotion, sealing wax
** Outfitting - pins, tanning lotion, sealing wax
** Enchanting - Sigils
** Enchanting - Sigils
** Alchemy - grain alcohol, water, catalysts not already included in CREATEMAT METAL (seolarn weed, pewter)
** Alchemy - grain alcohol, water, catalysts not already included in CREATEMAT METAL (seolarn weed)
* Reduce all crafting related roundtimes significantly.
* Reduce all crafting related roundtimes significantly.
** For this one I had an idea that might be easier to implement than other options. Use the mechanics from that elemental cube that gives a 5 minute reduction to crafting RTs, just increase the duration and strength of it, and then add it to a TEST command. Something like TEST CRAFTHASTE.
** For this one I had an idea that might be easier to implement than other options. Use the mechanics from that elemental cube that gives a 5 minute reduction to crafting RTs, just increase the duration and strength of it, and then add it to a TEST command. Something like TEST CRAFTHASTE.

Revision as of 18:29, 16 July 2024

Techniques

So with some experimenting and asking around and I think the Tech gain is something like

This is just an estimate based off my experiences so please feel free to comment here if you are outside of this progression.

Tech number Earned at rank
1 25
2 50
3 75
4 100
5 150
6 200
7 250
8 300
9 400
10 500
11 700
12 900

--Callahaan 17:25, 9 July 2010 (UTC)

I can confirm that no new techniques are learned between 301 and 375 mech lore. --Hithrael

Would a table like this be more helpful? I don't think I have the numbers right, but something along these lines maybe?

Rank 25 50 75 100 150 200 250 300 400 500 700 900 1200 Total
Career 2 2 2 2 2 2 2 2 2 2 2 2 2 26
Hobby 2 1 2 1 2 1 2 1 2 1 2 1 2 20
Basic 1 1 1 1 1 1 1 1 1 1 1 1 1 13

--seggering

I was actually looking at this a few weeks ago and thinking about updating it to something along those lines because it's not entirely clear right now. Gimme a bit to put something up with correct numbers... --ABSOLON (talk) 12:52, 25 September 2014 (CDT)
Done. --ABSOLON (talk) 13:12, 25 September 2014 (CDT)

Difficulty levels

Taking some notes based on my mech lore (~340 ranks), techniques, metal quality, and metal workability. --Hithrael 16:04, 7 August 2011 (UTC)

From the armorsmithing crafting discipline you have been trained in Accessory Chain Armor Design, Extremity Chain Armor Design, Torso Chain Armor Design, Complete Chain Armor Design, Accessory Brigandine Armor Design, Extremity Brigandine Armor Design, Torso Brigandine Armor Design, Complete Brigandine Armor Design, Accessory Plate Armor Design, Armorcraft Metallurgy, Armorcraft Theory, Armorcraft Acumen, Metal Armor Tempering, Rare-Metal Armor Tempering, Metal Armor Lightening, and Metal Armor Reinforcing.

Difficulty is not constant across all patterns of a same difficulty (e.g. differences between first item under that difficulty and last item).


  • From the armorsmithing crafting discipline you have been trained in Accessory Chain Armor Design, Extremity Chain Armor Design, Torso Chain Armor Design, Complete Chain Armor Design, Simple Shield Design, Armorcraft Metallurgy, Armorcraft Theory, and Armorcraft Acumen.

With 127 ML, 20 Agi, I can craft all simple patterns but none of the basic patterns when I do not have a corresponding tech. I can craft all basic patterns but no somewhat challenging patterns when I do have a corresponding tech. When trying to study a pattern to difficult I get 'comprehend all but several minor details in the text' on the patterns I can make and 'quickly realize the design is far beyond your abilities' on the ones I can't. --Khelek 00:52, 18 September 2011 (UTC)

After reaching 150 mech, I can make Somewhat Challenging designs (tier 6) if I have the corresponding tech. --Khelek 01:19, 9 December 2011 (UTC)

With 300 forging, armorsmithing career and the relevant techs I am getting hard work orders in the challenging tier. I am able to achieve mastercrafted for these with workability 60 ingots & master-crafted, repaired, tools --Kamlio 04/2013

401 forging unlocks "complicated" level hard WOs --TEVESHSZAT 05:38, 5 July 2013 (UTC)

With 125 engineering, shaping career, and all relavent techs, I can masterfully craft level 5 items with a workability of 70. The list on the other page indicates it should take upwards of 200 ranks... --Trimack 09:45, 3 July 2016 (EST)

The List

No techniques in that particular area, careered

  • Challenging (low-mid) -- Steel Mid C (50 work, 98 qual) made w/ mastercrafted handles -- exceptional
  • Challenging (low-mid) -- Bronze (70 work, 98 qual) made w/ mastercrafted handles -- mastercrafted

Techniques, careered

  • Complicated (low-mid) -- Steel Mid C (50 work, 98 qual) -- mastercrafted
  • Complicated (low-mid)-- Steel High C (35 work, 98 qual) -- outstanding
  • Complicated (high) -- Steel High C (35 work, 98 qual) -- dismal

No techniques, hobbied

  • --

No techniques

  • --


Group crafting Post

SIMU-LYNEYA

Email Author News from SimuCon! 08/16/2018 11:19 AM CDT Thank you to everyone who participated in this year's State of Elanthia! In case you missed it, here are some key items of note:

While there are a lot of exciting new projects on the horizon, currently our number one priority is creating a stronger sense of community among our players. There are many new group mechanic updates underway which will promote group cooperation and encourage players to work together. Note that Free to Play (F2P) players will not be able to contribute to most of these group dynamics, but in some cases may benefit from them. New releases coming soon include:

New group crafting mechanics from GM Kodius! Groups of crafters will have the ability to team up together to share their skills, which will in turn provide benefits to crafting! Players with greater skill will provide greater benefits to the group, but all players (excluding F2P) will have the ability to contribute. This will be especially useful when crafting items which might otherwise be out of your skill range.

Also from GM Kodius, new combat updates which will change the way experience is gained from boss or champion kills. Now, experience will be gained by all players who contribute to defeating the champion, whether this is accomplished through debilitation, debuffs or attacks! More updates to follow!

From GM Grejuva, a new system will be introduced which will increase the group skill buff bonus cap to 30%! Under the current system, the current maximum bonus to a skill is set at 20%. Soon, players will be able to surpass that cap to up to a 30% skill bonus when a buff is received from another player.

GM Grejuva is also developing group cooperation benefits to the magic system. The magical feats Team Player and Group Supporter feats will be removed, and instead their intended benefits will be worked directly into the magic system.

The PvP 'Normalization System' which was been active in the DR Test instance is still being improved upon before being introduced to the live instance. Current plans involve working this system into events such as the Wyvern Trials, however more feedback is needed from players! New systems in development such as these require a lot of testing prior to release, so please help the development process by logging into DR Test and providing much needed feedback! Reporting bugs will earn you RPAs which can be used in the live instance, so get in there and become a part of the development process!

More updates from GM Grejuva to come!

Current projects in the works from GM Armifer include the expansion of the Nexus system! Included in these updates will be the ability for players to choose which locations will be eligible as a Nexus point. Armifer asks for your suggestions and feedback to help improve and expand this system!

Also from GM Armifer is a cooperative casting system which will allow players to share skills in an effort to alleviate the strain of successfully casting those hard-to-cast spells, or capping a spell which might not otherwise be possible based on a single player's skills alone. This system will work in a similar way as the updates to group crafting mechanics, as mentioned above.

Other exciting systems on the horizon include new guild abilities, or buffs, which will be very beneficial to players and groups alike! Players will have the ability to share these buffs with other players, regardless of guild. Armifer is looking for suggestions as to what these special guild abilities should be, so please post your ideas to the forum!

GM Javac also has some exciting upcoming releases! After the recent release of the Death Location Toggle, his focus has shifted to the Breaking and Entering (B&E) system! We know that players are very excited about the new B&E system, as are we! Players will soon have the ability to break into NPC homes and loot them! This system will also be part of the new group cooperation focus; different primary skill sets (i.e. lore, magic, survival) will unlock new areas, items, and other benefits to the group! Ideas and suggestions for the B&E system are also welcome!

Also in the works from GM Javac is a new analagous spell which, if currently active, will allow any moon mage to easily shift a beam to a fallen player, as long as the fallen player had the spell active before they fell. Stay tuned!

A general note to our players: We are working hard to bring you these customer experience updates and to develop policy changes, but these cannot be implemented until the DragonRealms staff has the support we need. For this reason, hiring and training new GameMasters has been a primary focus of ours over the past few months. We sincerely appreciate your patience during this time, and we look forward to being able to provide the best game experience possible to you, our players.

Interested in joining the team to promote a better Elanthia for all? If so, please apply at https://www.play.net/dr/apply/apply.asp -- I'm going to begin reviewing applications the weekend of September 1, so you have time if you're interested! If you have already applied and are still waiting, please return to your application and update the main application AS WELL AS the test for the position you are most interested in. The system is sorted by most recently updated tests, so I won't see older ones.

We hope you are looking forward to these new developments as much as we are, and please post all ideas and suggestions to the forums!


~ L

Test Instance Crafting improvement suggestions

  • Add other material types as possible:
    • sigil-scrolls for enchanting.
    • pre-dried/crushed herbs for alchemy including blue and red flowers.
  • Add consumables - Max quality and Max speed varieties.
    • Forging - oil, flux, wire brush
    • Engineering - polish, bleaching solution, wood glue, wood stain, sandpaper
    • Outfitting - pins, tanning lotion, sealing wax
    • Enchanting - Sigils
    • Alchemy - grain alcohol, water, catalysts not already included in CREATEMAT METAL (seolarn weed)
  • Reduce all crafting related roundtimes significantly.
    • For this one I had an idea that might be easier to implement than other options. Use the mechanics from that elemental cube that gives a 5 minute reduction to crafting RTs, just increase the duration and strength of it, and then add it to a TEST command. Something like TEST CRAFTHASTE.