Post:Artificing product cooldown on use is punishing - 06/14/2020 - 12:31
Re: Artificing product cooldown on use is punishing · on 8/7/2010 7:27:04 PM | 5725 |
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> 1. When will the last two sigil farming feats be turned on? This is critical to make sigil farming feasible.
Only the final sigil harvesting technique is currently disabled. I hope to enable it once Binding is released. That has been a side project for this year, just takes time to code up the dozens of unique enchantments and new mechanics needed to support it.
I'm not sure we are allowed to have player-made stat rings higher than +1. Sigil quality affects the duration right now. I'll inquire though.
The fount sets the maximum amount of sigil precision an item can possess. If you use a 20 capacity sigil and then scribe 50 precision sigils, you'll just be wasting the sigils. If you use a 99 capacity fount with 20 precision sigils, you aren't taking advantage of the fount but you aren't going to risk any danger either. Fount capacity will become more important with Binding where 2 enchantments can exist on an item. The existing sigil precision will penalize your attempts to imbue a second enchantment... necessitating you use higher precision sigils and higher capacity founts.
> 5. Are there hidden stats which make foci or armor from MT events more powerful than the crafted variants of the same grade and tier? ie: I've heard the $1500 corn maze armor was producing way more damage than similar enchants of the same grade and tier. It could be bad testing, and I don't think anyone would be bothered if it were; however, it would be useful to know if the perceive messaging wasn't sufficient to determine which is better. The enchanting system isn't designed to have hidden stats, so given the same Grade, Precision(Tier) and Modifier, the enchantments should work similarly. For end prizes though we do tend to pump up the tier/grade of the base item and the enchantment so you may just be noticing the effects of that? The different flares also allocate damage differently from each other, so you might be noticing that too? And players cannot craft enchanted armor, so I'm not sure this is even a concern yet... the armor in question is a much higher Tier than normal, and everything looks to be working as expected.
Yes I'll look at this again. It is very difficult to reproduce and the cause of the bug makes no sense.
> 7. Can you confirm the skills required to determine success in farming a sigil? Do buffs count? Is it virtually impossible for certain skill ranges to make very high precision sigils (95+)? If so, are there plans to release sigils in another form that doesn't require literally hundreds of hours of farming for one of 4 sigils for that consumable enchant on MT materials already purchased? (I know that's wordy and perhaps overly harsh, but this has become a very sore spot for aspiring enchanters) It is intentional that sigil precision is artificially capped around 85-90 currently. Folks might not be happy about that, but it was done to avoid flooding the market while I could data mine and sort out where we wanted to go. Challenges in my life prevent me from spending as much time coding as I used to, so everything ends up coming much slower than I want and the players need.
Sure, I'll add this to the list of things to review.
Sigils were only designed to change with the seasons... could be a bug, I'll do some digging heh. | |
This message was originally posted in Lore \ Enchanting, by DR-KODIUS on the play.net forums. |