Re: Sigil harvesting and other sundry enchanting stuff (was Re: Change of Course?) on 07/07/2014 02:02 AM CDT
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> Does anyone have thoughts about precision being the "rarity" factor, and the general method of gambling for higher precision?

What's the effect of precision on the enchanting process?
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Re: Change of Course? on 07/07/2014 02:26 AM CDT
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>I was under the impression since the sigil gathering thing was mentioned at Simucon however long ago that it was going to use scholarship.

Wasn't at the Simucon but I'm fairly certain Scholarship was mentioned in post(s) as the gathering skill for Enchanting way back when by Kodius (?armiferbutprettysurekodius). I want to say it was probably one of those one-off side conversations about lumberjacking or plant gathering or something before Outfitting came out. It stuck in my head and crosses my mind every now and then when I'm training scholarship.

Don't rightly care either way, just pointing out the meaningless menageries of history. Bring back animal lore and let's use that for enchanting gathering.
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Re: Sigil harvesting and other sundry enchanting stuff (was Re: Change of Course?) on 07/07/2014 03:35 AM CDT
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> Does anyone have thoughts about precision being the "rarity" factor, and the general method of gambling for higher precision?

It sounds like this would make rares less rare. That is, getting rare sigils would depend more on a willingness to accept danger than on hoping for a rare drop, so one could more reliably obtain them. This isn't a complaint, just an observation.

In fact, since enchantments will also be dependant on the base material, there's already an avenue for rare drops to play a role -- hope for a vein of animite, or a stack of mage bones, or what have you. So I think having sigils follow a different rareness paradigm is a good thing.
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Re: Sigil harvesting and other sundry enchanting stuff (was Re: Change of Course?) on 07/07/2014 08:02 AM CDT
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What Illiena said.



I'm a badger, I be badgerin'
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Re: Sigil harvesting and other sundry enchanting stuff (was Re: Change of Course?) on 07/07/2014 09:11 AM CDT
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>>getting rare sigils would depend more on a willingness to accept danger

That would assume it is possible to bring a sigil from 20 precision up to 99 precision with a greater than .01% chance, and less than a 99% chance of death in the process. It will take some fiddling to get the mechanics correct, but it would be similar to mining repeatedly in the same room, 4x back-to-back, without using PROSPECT DANGER and ignoring dangers as they popped up.

Generally I see it being something like -

75% of the time precision starts at 1-10
15% of the time precision starts at 11-20
8% of the time precision starts at 21-30
1.5% of the time precision starts at 31-40
.45% of the time precision starts at 41-55
.05% of the time precision starts at 56-75

90 precision would be festival/quest quality. 99 would be auction/super rare.

So best-case you pop a rare (kertig) level sigil .5% of the time. Then you can decide if you want to go for making it better. But taking a sigil from 75 to 99 would require insane luck, and the chance to lose your already rare sigil in the process.



Precision will affect

Potency/integrity/duration of self activated items
Unlock new effects and abilities on most items
Determine charges for runes
Determine % of stats converted over on elemental weapons
Potentially reduce cooldowns, activation times and other limiting effects


The enchantment size is determined by the fount and imbue mana used

Imbue mana allows you to customize the size up or down slightly in exchange for less charges. ie. you can almost cap this enchantment, but must use 90 mana imbue to avoid a loss in quality. It is like a player-defined workability.


Material type determines base capacity and charges. Some materials may be required for certain enchantments. Some materials may offer bonuses or penalties to certain enchantments.


Hope that clears it up!






"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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Re: Sigil harvesting and other sundry enchanting stuff (was Re: Change of Course?) on 07/07/2014 11:59 AM CDT
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The use of precision as a measure of rarity sounds kind of interesting. The range of numbers seems rather heavily skewed toward the lower end of things though, so I'd hope that it doesn't have THAT big of an impact on results. If the vast majority of sigils are going to be less than 20 precision, then those levels need to be pretty good in terms of performance.

As far as the dangers go, please avoid having things that will flat-out just kill you. Risk of injury is fine, but any risk of death should be a result of the buildup of injury over time and not just "whomp, you're dead!", even if "over time" means during the course of attempting to scribe a single high-precision sigil. You should have an option to abandon the effort part-way if you've gotten injured and don't think you'll survive the rest of the process. Much like with combat, getting suddenly detonated would be no fun at all. Plus there's no opportunity for a rescue in a sudden-death situation, and that's no good. Bonus points if you can work in some First Aid applications to the dangers (getting stuff lodged into you, for instance. Or bloodsuckers. Or something.).

Overall things are sounding pretty exciting.

Thanks,
-Life Sustainer Karthor
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Re: Sigil harvesting and other sundry enchanting stuff (was Re: Change of Course?) on 07/07/2014 12:26 PM CDT
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Karthor makes some really great points.
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Re: Sigil harvesting and other sundry enchanting stuff (was Re: Change of Course?) on 07/07/2014 01:49 PM CDT
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> Generally I see it being something like -
> -snip-

So it seems that precision is playing roughly the role of hardness, in that it's the primary driver of the effectiveness of the creation. But it sounds like you've got a different curve in mind for it. Trying to make a weapon with 60 hardness is a recipe for junk, but it looks like you're imagining 60 precision as a somewhat ambitious get.
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Re: Sigil harvesting and other sundry enchanting stuff (was Re: Change of Course?) on 07/07/2014 05:53 PM CDT
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With no store-bought equivalent, this seems like something that will work just fine. Materials of higher quality are generally harder to come by as a result of the nature of rune-harvesting. Were you to make a covellite weapon, it would suck. No question about it. But WHY would it suck? Because steel is a heck of a lot better and it's very easy to obtain. Because stores have limitless quantities of better weaponry for what resembles 0 cost. An enchantment - given no alternative - will hold a 'standard' of whatever it is feasible to obtain. From the looks of that chart, probably 50 or so. It does leave a large range of variation for enchantments which will make those high-end pieces absurdly expensive, but the standard 15-plat piece will likely be around 50 precision. Training junk and shelf-pieces, of course, will probably be in the 10-20 range on average. It also gives you some choices when it comes to consumables. I doubt anyone is going to waste a 99-precision sigil on a runestone. The high range of variability will be an EXCELLENT change from the current set up, IMO. I really like what I see - almost wish metal/leather/cloth/stone/bone were set up more this way.

Beyond that, it's a pure enhancement. Covellite weapons might suck, but a crafted weapon with a covellite-equivalent enchantment on top of it is better than a crafted weapon - which is already a great deal better than a store-bought piece.

Further, this set up does a great deal to limit the enchanting process without time-oriented throttling (which rarely makes sense and for which I cannot describe my personal hatred - but that's just me... other out there seem to love the idea).

--Wryhk

"If you want total security, go to prison. There you're fed, clothed, given medical care and so on. The only thing lacking... is freedom." ~Dwight D. Eisenhower
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Re: Sigil harvesting and other sundry enchanting stuff (was Re: Change of Course?) on 07/07/2014 07:49 PM CDT
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>>So it seems that precision is playing roughly the role of hardness,

Not quite, no.

I'm going for something different with Enchanting. Players complained that the physical crafting skills had too much similarity, so I'm trying to make precision work and feel quite a bit different.

Precision won't scale like hardness. It'll be non-linear, so 200 precision isn't 10x better than 20 precision.

But yes, some special abilities will only be unlocked with 99 precision sigils.




"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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More Ideas on 07/07/2014 11:11 PM CDT
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Huldah's Transformation - An enchantment placed upon an ingot that alters its make-up - single activation. A random percentage between 10-30% of an ingot is transformed into a random alternative metal - weighted to the typical distribution of metals obtained through mining - kind of a lottery-type way to obtain partial benefit of rare metal without mining it or being able to use it pure. This creates a reasonable use for rare-metal alloys as well.

Mount Enchantment - Enchant your horse to be Not-A-Horse - purely cosmetic

This could be an ideal way to handle necromantic grafting. Grafted locations could be worn in the "on the body" slots. An enchanted scorpion tail grafted to the necromancer could, for instance, be activated with the command "shake tail at <target>" - which causes the tail to attack the target using the necromancer's Arcana in place of a weapon skill.

Mining tool enchantments that increase the potential for random rare metal finds.

Enchantments placed on tanning and bleaching solution that reduce the damage from multiple uses / increase the speed of their function / increase the quality gain of the tanning process.

--Wryhk

"If you want total security, go to prison. There you're fed, clothed, given medical care and so on. The only thing lacking... is freedom." ~Dwight D. Eisenhower
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Re: Sigil harvesting and other sundry enchanting stuff (was Re: Change of Course?) on 07/11/2014 01:22 PM CDT
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>Imbue mana allows you to customize the size up or down slightly in exchange for less charges. ie. you can almost cap this enchantment, but must use 90 mana imbue to avoid a loss in quality. It is like a player-defined workability.

I'm not sure that this is the best approach. Past a certain point, everyone will be able to cast imbue with max mana, so the only people this affects are mid and low circle characters. I understand the idea behind having a higher potency imbue making it "easier" to enchant something, but having it modify workability seems pretty much equivalent to just giving a straight boost to enchanting skill.

I would suggest having the mana in imbue be more of a speed modifier. That way a higher potency imbue doesn't affect enchanting skill at all, but just makes it "easier" to enchant by reducing the time required.




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Re: Sigil harvesting and other sundry enchanting stuff (was Re: Change of Course?) on 07/11/2014 01:25 PM CDT
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>>I'm not sure that this is the best approach. Past a certain point, everyone will be able to cast imbue with max mana, so the only people this affects are mid and low circle characters. I understand the idea behind having a higher potency imbue making it "easier" to enchant something, but having it modify workability seems pretty much equivalent to just giving a straight boost to enchanting skill.

I thought there was going to be a device/tool version so NMUs could enchant, as well.

If someone couldn't cast at max potency, could they just use a tool that emulates it?



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: Sigil harvesting and other sundry enchanting stuff (was Re: Change of Course?) on 07/11/2014 01:59 PM CDT
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> I'm not sure that this is the best approach. Past a certain point, everyone will be able to cast imbue with max mana, so the only people this affects are mid and low circle characters. I understand the idea behind having a higher potency imbue making it "easier" to enchant something, but having it modify workability seems pretty much equivalent to just giving a straight boost to enchanting skill.

Casting at higher mana isn't an unalloyed good. As Kodius alluded to in that quote, using more mana with imbue makes the enchantment take up more "space", so you won't be able to fit as good of an enchantment on the item as you otherwise might.

As a rough analogy with metalworking, casting at higher mana lets you increase workability and decrease hardness/durability.
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Re: Sigil harvesting and other sundry enchanting stuff (was Re: Change of Course?) on 07/11/2014 03:39 PM CDT
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I thought the imbue reduced the of the enchantment at an equivalent potency.

--Wryhk

"If you want total security, go to prison. There you're fed, clothed, given medical care and so on. The only thing lacking... is freedom." ~Dwight D. Eisenhower
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Re: Sigil harvesting and other sundry enchanting stuff (was Re: Change of Course?) on 07/11/2014 10:11 PM CDT
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>> but having it modify workability seems pretty much equivalent to just giving a straight boost to enchanting skill.

Only at the expense of charges/potency. Depending on the material, fount, enchantment, etc... using capped mana will often cause it to just explode due to vastly exceeding the enchantment capacity allowed.



"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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Re: Sigil harvesting and other sundry enchanting stuff (was Re: Change of Course?) on 07/11/2014 10:28 PM CDT
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>Only at the expense of charges/potency. Depending on the material, fount, enchantment, etc... using capped mana will often cause it to just explode due to vastly exceeding the enchantment capacity allowed.

Nice, I like it.




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Re: Sigil harvesting and other sundry enchanting stuff (was Re: Change of Course?) on 07/30/2014 06:21 PM CDT
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Over all I'm liking what I'm hearing about Enchanting. Seems very neat. Hopefully not to far away. But I understand good things take time.

---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS

---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
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