rune arms

Pre MotU Rune Arms in Crafting 3.0

Rune arms in DDO have gone through 4 distinct changes and now entire a fifth or maybe 4.5.

In phase 1 and pre MotU rune arms corresponded very well to the Arti enhancement system. Since back before the trees an Arti could pick from one of several spell powers (and even before it was called spell power) including all elements. So it was entirely possible to do an acid based Arti. Not that it was functionally synergetic with any of the Arti’s spells (no acid based ones) but it did function beautifully with the better named rune arms such as acid and force based.

As I’ve mentioned before; only acid and force based rune arms used to track (that is still largely the case but Turbine have released some pretty cool ones lately that while force based have a completely different spread pattern).

All other rune arms (until the latest cool force based ones like Knife Eternal) are fire in line of sight. With various and often terrible result. Such as things going straight up or like in Animus case, one big more powerful fire ball but easily reflex saved.

Anyways, one of these rune arms is Glorious Obscenity.

glorious obsen

As you can see it’s not a special rune arm, but it has 5 charge tiers (so up to 5 bolts and 2-16 acid damage per shot.

But there was also one more thing – you could add crafting levels onto it. Today (and until u32 drops) all crafting is based on potential. The formula isn’t important but all pre MotU rune arms (including store bought) have 2-5 crafting potential.

Like this one.

old crafted lucid

 

Normally level 18 and now 20 due to increase of crafted shard (added kinetic lore v). Since Max is 20 (with old crafting system) a lower end rune arm would add as many additional levels as per the shard you put on – but this one as you can see capped out.

This is a smart system. It allows you to add a little something to the rune arm itself and potentially a small benefit. Like kinetic lore to a force based rune arm. Now a days the philosophy is to make rune arms more of a utility – and therefor to better complement the type it is, like lightning based rune arms adding lore and spell power and force based the same.

Post MotU the crafting levels were removed and okay but nothing special. You can call it phase 2. This would change with the revamping of the augment system in EGH and the release of rune arms that now had augment slots – adding a little bit more choice back onto rune arms. Until phase 4 and the utility based rune arms (around Epic 3BC and forward).

I mentioned that adding crafted shards onto rune arms is good; there simply were not that many good other gear around to boost the Arti’s rune arm. Such as if you wanted to boost acid lore and spell power for a acid based rune arm the only real items for that was something like the Cannith Challenge Rock boots. Post MotU and until Shadowfell there were some items such as rings and helmets with the spell power and you could always add a spell power augment to a weapon, but it got a lot more complicated for force based rune arms with even fewer items with lore.

Just take the Lucid Dream above where I crafted in a Kinetic Lore shard. Post MotU there were no such options for rune arms any longer.

So, onto phase 4.5. The change coming with update 32.

First – let me say this; it’s awesome. What Turbine did was to fix a ponderous problem in one fell swoop and they did it very elegantly.

As you might know by now crafting has changed from shards of potential to ML shards setting the power of the feature you’re adding. The problem was that the old rune arms had a set potential and it was hard to envision how you would craft into that system. Could you do just one shard and how will that function ML wise? One suggestion was that it would be replaced with say one extra slot. Simply put; the old rune arm system is not compatible in a good way with the new system.

So Turbine decided to throw out the old rule book and make this system functionally compatible with the new.

The ML of the rune arm is now the feature that sets the power level of the effects you craft onto it. You can ‘reset’ old rune arms by disjuncting them. That will turn the rune arm above into a blank that have  a prefix, suffix and extra slot option, just like any item that you can craft.

It also removes some features of the old rune arm but keep core elements  – such as you can see here from a crafted example of Glorious Obscenity.

new crafted obscenity

Gone is seeker and spot and Mind Turbulence and Taint of Chaos Remains. But I could craft on Acid lore, Acid spell power and as an extra slot, insightful Acid spell power.

Or how about this animus?

animus

crafted animus

As you see from the before and after rune arm it is now more functional towards your needs and you still keep some of the better features of it (such as banishing).

In this one you can see that you have a lot more options than just spell power and lore. Here I added insightful evocation, insightful combustion and ranged alacrity.

And best of all; no increase in ML – it stays at whatever level it was originally at.

You can’t craft all type of features – it’s not as versatile as a trinket, but it is fairly robust. You might not be able to add ability effects, but you can add all type of lore, skills, DC focus etc. This makes the rune arm more of a utility based one (why I say it’s phase 4.5).

This won’t replace existing rune arms that you can now find as heroic, such as Corruption of Nature (excellent Epic and for a while were very competent heroic) or level 13 Arm of Archons (again a good force based one). Since these can be equipped earlier than say Lucid and Glorious, they’re still okay as a stop gap before you can start using these new crafted ones.

But it will blow the Archaic device out of the water. It’s a ML 20 forced based one. Similar power levels as Lucid Dreams (charge tier 5), but now not as flexible as the level 18 force based one.

Altho you could say that Archaic device is still useful as it doesn’t have the same negative limitations as Lucid Dreams.

Anyways; I like this new system. I love the flexibility and you can even do it to the rune arms you can buy out of the store. Those are good early rune arms and the crafting system allows you to either grind out some of the named one, or buy one and craft onto them the things you need or want the most.

Again – I really can’t find anything bad about the new crafting system. It’s genuinely a full attempt to make it functional and complimentary from the get go. The items you craft might not be as powerful as the ones you can pull, but it’s a solid item that provide you with freedom of choice. And now they just extended that great system onto rune arms.

There are sure to be some issues; I just disjucted  rune arms with the old crafted levels and once I did that it kept the old crafted shard (acid lore on a Glorious Obscenity) but made it ML 5. That means a ML 5 regular 17 rune arm with that charge level and with acid lore 14%. That means that anything I craft onto it will have the power of a ML 5, but it’s hard to argue against a level 5 rune arm with 5 charge tiers doing gobs of damage.

That will most likely be fixed, but it might linger into the a post u32 patch. So be forewarned. If you disjunct crafted rune arms when u32 drops they might look funky. But if you disjunct clean items without any crafting on them, they should give you the version with prefix, suffix and extra slot.

Enjoy and craft well.

 

Crafting slot choices

This is a new excellent new crafting planner for the new system. You will note that it’s not covering everything, but it’s fairly complete. It will eventually be for all slots including collar and rune arms.

Anyways, I was sitting there and thinking what some good general stop gap gear would be, not low end and high end and it struck me that some choices were far more flexible (such as Trinkets) and others like head gear wasn’t.

Now, there is absolutely no reason why you can’t make lots of choices out of the combinations that you can, but it’s also true that outside individual abilities for specific classes or builds, some items are generally standard.

Assume that we’re making powerlevel 34 gear. If you look at helmet you have a few attribute choices, but we know that we can get better than 15 right now. This being level 30 gear it’s more than likely that we’re going to make sure to gear the best stuff. So spending resources on say an int helmet when it looks like the slavers gear will have higher attribute values, seems a little premature.

And personally I’m unlikely to waste a prefix on something mundane as Haggle or listen and more likely fortification, Wizardry and sheltering. All of whom exist on plenty of named gear.

However often named gear that you might not want to grind for on seldom used chars. So to me a fortification (159) of Spell Focus Mastery (5) with extra slot of insightful fortification (79) sounds good, with 1 or 2 augment slots sounds good for a caster, and instead of SFM maybe accuracy for a skirmisher.

Again, there are plenty of named items with fort, but most of them involves running raids and some quests and you might want to reserve those armor and gear for more used chars.

For belt – and providing you’re not thinking specifically about well used chars, a constitution (15) of False life (N/A but probably 50 something) with extra slot of insightful constitution (7).

That provides a solid HP belt for that odd character.

Trinket and rings get trickier. Those are highly flexible but also more individualized to the needs of a character. You could gear towards a specific class, but generally even similar classes (such as caster) are specialized towards spell power and ability needs. But you can still make rings or gear with similar lore and spell power and perhaps insightful spell saves.

Or maybe a solid absorb item with resist and insightful magical resistance. Now if you do want abilities, then you will find that many of the gear slots also have the corresponding extra insightful ability. So rings would offer Charisma and constitution, cloak charisma, intelligence and wisdom etc which should make gear very easy to work in tandem with the multitude of good gear out there. Most of which is BTA.

And as you decide to grind out slavers gears and set bonus your less fortunate chars can get the BTA hand it down together with a bunch of nice stop gap items.

Like Devil’s Handiwork out of update 28. It’s a good set that can be a little hard to fit in for well geared chars but a perfect set to get seldom used chars up to snuff. Just note that there are no full ability scores, but plenty of insightful and most of all, the 5 piece set of +3 in quality to all abilities.

This is where crafting shines. Allowing you to add those important ability scores to the slots not covered by set items and then heightened by the excellent gear for some really okay scores. You can easily combine this with the different armor that have dropped the past year or so even going back to Epic Macabre, and you’ll have everything you need.

 

 

collectibles

Time, the only real currency

 

Time – the only frontier

time

I’ve made this argument before and it remains true through all new systems Turbine creates – time is the only currency that matters.

Most counter arguments to ‘better ways’ discussions usually devolves into the lazy fallacy of ‘you just want free stuff, the game is easy enough’. This gets particularly silly when the item discussed by nature is easier the way it’s launched and improvements would make it less easy.

This is true with the new tiered system for collectibles. This new system is probably just an adjustment of the old way of how things more or less worked, but at least an improvement that is systematic through the entire game.

At the heart of it is to add collectibles back to all quests (with some allowances for stuff specific for Eveningstar and Eberron) and across the board. That’s not true now. The current system is really ad hoc.

The problem with the changes as it’s argued is that this forces high level players to grind low level content for mats, since all of the mats are divided into 6 tiers, with each tier covering 5 levels. This correlates somewhat to the mat needed for crafting recipes according to difficulty level.

In one way this makes sense; some recipes will be low crafting levels and therefor require easier to find mat. Higher level crafting require more of and harder to get mats. This is the fundamental of most systems – but just as it makes ‘sense’ in a way that correlates to understanding of how hard it is to achieve, it makes less sense when you look at what we are now. Plus think about it like this; if you have one set of quests in heroic and one set of quests in Epic, why would the same environments produce 2 very different set of materials? Such as Red Fen. Level 9 quests will in this system produce tier 2 materials and the level 23 will produce tier 5. Generally a mushroom that thrives in a similar environment would produce the same material, but here you have a silly notion of tiers. Screw biology and the natural environment these beetles and mushrooms live in – it all depends on what level you run things in.

To me this is sorta silly. As the logic is entirely based on the level of the item you craft and not the environment you would normally find this type of material.

Reversely; if you have a low end character wanting to craft high end gear, you are more or less dependent on the market to provide you with materials you can’t run.

The problem with this tiered system is that it denies either spectrum of a chance unless they can grind it. It’s easy enough for high end chars; they can simply do low level stuff with ease. It’s impossible for say a level 11 char that is a designated crafter to do the opposite; high end stuff for mats since they can’t even get into those quests – or for that matter survive. Unless you also have multiple chars. Not all do. We don’t all play DDO the same way.

This system not only rewards high level chars over low level chars in a absurd way but also punished dedicated crafters because they’re more reliant on market, the gold store or simply to grind levels and content they’re not interested in or can grind.

To grind or not to grind, that is not the question

RiseGrindRepeat

Some compare this to how things are right now; you want something you have to grind for it. But that’s not entirely true. If I am on a ER train and run content I will always pick up collectibles. Always. But there are times when I don’t. Partly because of time constraint but also when in groups. But more accurately; it’s the least of things I run content for. I run content for gear and XP – collectibles is a afterthought in most cases.

To run content exclusively for collectibles, not benefiting from anything else is backwards and silly. And certainly not organic to anything I do when I play.

I don’t get benefit from XP (being high end in low end stuff). I don’t get gear I care for nor will use. And I spend the only currency worth anything – time – to do a menial task only worth the few mats I get out of it. As a working adult I value my time that I divide between interests – running level 1-15 quests for mats is not one of them.

To me a system like this should be ‘in addition’ to, not instead of. Crafting to me always worked hand in hand with all the other things I did. I picked up item leveling (and mats) and when there was a crafting bonus weekend I took all essences I crunched and the material and crafted a few levels. Then when I actually needed an item I spent whatever little time I needed to craft it, gear it and go on with my regular gaming.

I seldom had to run anything specific for materials. If I didn’t have one I might check the market and if the prices were silly (as it usually was with things you really needed for rare material) I skipped it.

But for most part I had all the basic materials since I picked up everything when I ran content.

This new system ‘forces’ players to be exclusive to their material run.

A better system x.0

ERP-systems

Better systems would be some already mentioned in the discussion. Either a system where you exchange one material for another. This one probably require some form of exchange rate. I’d say the difference in tiers maybe? Because it’s clear that it’s easier and quicker to grind low end material (usually shorter quests and certainly without anything that can hurt higher end chars).

So if you’re level 26 (tier 6 level) and want a tier 4 material, you would be the difference of 2 tiers and an exchange rate of 3 to 1. Want tier 5 material? 2 for 1. Want tier 6 material? Tough, run some more content.

The point is simple; you spent time running content. In fact the content you ran as level 26 probably took longer and was harder than say a level 11 quest. In other words you spent more time doing it.

And if you think it’s inherently unfair to treat a tier 1 run and material the same as tier 6 you could add a increase. For any up conversion it cost double the difference. Or 1.5. Whatever is ‘fair’. But the key here is to make a system that is organic to what people play, not force them into doing something they don’t want and for something like collectibles.

Another system and perhaps better is to divide all materials into 3 tiers instead. For each 10 levels. And then provide a smaller chance for a higher tier to drop. Something like a 60/30/10 or a 70/20/10.

Meaning if you run tier 1 quests (1-10) there’s a 60 percent chance to get tier 1 mats, 30 percent tier 2 and 10 percent tier 3.

If you run tier 2 content there’s a 60 percent to pull tier 2, 30 to pull tier 1 and 10 to pull tier 3.

Both these optional systems still allows you to run lower end content for a quicker reward but it also allows low end crafters a chance for high tier mats. And none of these system takes away the option for anything to be more rewarded running a tier that correspond to that material for a quicker farm.

For me that means I don’t have to bother with the levels I don’t care to run and over time I will keep on picking up all type of stuff. And when I feel like it or need too, I will go on a crafting binge using the stuff I have.

The more dedicated will naturally farm mats and craft stuff more often, just as it should be.

And that is consistent with all arguments I’ve made over the years to fix systems that is not entirely functional. Some will accuse you of wanting free stuff (a lazy trope). But ultimately I’ve never suggested something that will make things ‘easier’ just more appropriate to the gaming style for most players. And that is what I mean by organic. It’s only when you notice the hamster wheel that you get exhausted and start disliking something. If you create organic system that hide the layers of grind you don’t turn off parts of the community to it.

 

trinket

Trinkets in Crafting 3.0, Jack of all trades.

Without flexible shards, Turbine removed some of the uniqueness of the crafting system, but I doubt that was actually the goal. If anything flexible shards were a stop gap measure for a system that seemed useless over level 12-15, breathing some more life into it.

And the more updates we got, the less functional and useful crafting became. It wasn’t really the new random loot system that killed it; once MOTU came along and epic levels but also that time frames loot system, killed the utility of most crafted options.

There are a few exceptions. Exceptions that are still ‘stronger’ than anything you can craft under 3.o. Such as most abilities up till 6. You can today craft items with +6 in any ability at level 9. Per usual the new system do incremental increases through level 1 to 30.

Another good example are fortification items; the new loot system (and I do believe this actually started on a smaller scale under Shadowfell) is incremental. Unlike prior fortification items that divided it into light (25%), moderate (75%) and heavy (100%), the new is gradual between level 1 and overlevel 34. Much like most permutations under the new system.

And that means that the scale from 1 to 100 now stretches the lower 20, instead of capping at level 7 (level 9 for most part but Crystal Cove allowed you to add heavy fort at 7). The heavy fort augment can be equipped at 8.

This is also true with absorb; the exception is that you can now create absorb items for any type including negative. The old system can only do fire and electric. But you can add those at lower levels and at 33%. The new system is gradual and start at 11 and cap at 38 (overlevel 34).

If you then disregard these few examples of the old system being ‘better’ there are other ways to get the most out of old and new.

Take for example fortification. Assuming you still want to use the old heavy fort but get the most out of the new system it’s possible to craft an item with augment slots. Since the heavy fort augment can be equipped at level 8, all you need is a helmet with green or blue slot and combine that with the sort of permutations that makes most sense.

In the prefix we can add something like sheltering. A good way to negate some incoming damage. In the Suffix slot we can add something like parrying. Or perhaps accuracy?  And finally for extra slot, insightful fortification.

Now it is rare that any critter (at least at this stage) will break 100 percent fortification, but if you come across the newer rogue enemies you will come across critters that can break fort fairly well.

Combine this with a heavy fort augment and you have a solid melee based helmet.

But something you will notice fairly quickly is that the trinket slot is now a catch all for any transmutation except the obvious weapon based ones.

Almost all recipes will include the trinket slot in some capacity. Many of the effects come in a prefix and suffix version and most of them can be added to trinkets.

That makes trinket the master of all and perhaps the hardest item to slot. This will also of course compete with named trinkets, which at least below 20 are few and far between.

Like this interesting trinket for rangers – prefix doubleshot, suffix Armor-piercing, extra insightful dexterity and a green augment with heavy fort.

Or Doublestrike of Melee alacrity with insightful deadly.

Or Charisma of constitution with insightful constitution.

Or how about Spell pen of Spell Focus Mastery with insightful spell pen?

And this is just a small example of the choices for trinkets. You can do some of these options on other items but probably not with the same flexibility.

 

What’s in a good quest.

Why did Haunted hall end up being so good and Temple of Elemental Evil not?

It’s the same reason that Diablo II was so loved and the many clones created after that weren’t.

Content.

It’s like the curse of all sequels. First; it’s the familiarity. Doing the same thing again but more. Much more. Bigger explosions, bigger stunts but essentially the same tired story. At times it works. Familiarity breeds an emotional connection. But if we’re there to see a surprise like the 6th sense, then doing the same but in a different circles won’t work.

Some tricks only work once.

But in the case of HH and ToEE, it was bigger, better but ultimately more empty. The problem with bigger is having time for everything else. More is only good if more also provides the meat. But if you provide nothing but meat then more and meat just becomes a long arduous slog through one encounter after another.

Which brings us back to HH. Haunted halls is long. But you can finish it fairly quickly by finding that golden path. You could arguably do so with ToEE too, but that means slogging (still) through what feels like one room after another of trash mobs.

Second, HH had villains. But the villains had soul. They were all different. They had lots of HP, true, but they all felt different. All of them offered a slight variant on how to defeat them. A tactic if you like. Some were obnoxious, but given the right class and make up, not trivial, but at least manageable. And even if there were trash mobs, they felt strategic.

In ToEE it was random, most villains were bloated bags of HP and it was more a slayer area than an exploration. There was no soul.

It was pretty mind you. The different elemental nodes. The music. But it was cluttered with endless encounters. It was like filling a big huge space with annoying mouse traps you had to step on.

I love HH. I don’t play it enough since I have all the items I need. But it was the perfect classic adventure and everything ToEE promised to be but never lived up too. There’s nothing wrong with ToEE per say. But ToEE has no soul. It’s a HP meat grinder. Red names are bloated HP bags without any other type of tactic than pure dps. The end battle is different true; but it’s boring – confined to an extremely small space without good use of tactical options.

I don’t know how slavers will be. I did play it for a little bit but never finished the first part. But it’s long. Have some side quests and tons of traps. I don’t mind traps to be honest. I just want the tools to deal with them. Turbine have still not added a higher end hirelings to help people who solo. I don’t expect hirelings for LE or EE quests, but something that work on LH and EH.

I know; why don’t you group up? The problem with grouping is time. Slavers is a long quest. I’m sure some groups will minimize it to the essential run, but even when it was done with ToEE, it was still relatively long. And that puts the strain on any PUG. That’s not an excuse, it’s just a fact.

eureka

Regarding 3.0

If nothing else, your article just demonstrated that there is no longer need to search for level 15 random loot. Level 15 is the first point in random loot you can get +8

This is a comment in last blog post that I felt required some additional discussion and it’s not entirely wrong – but there is a point to be made.

First, level 15 random loot and in many cases pre Shadowfell named items were made pointless by the second expansion pack.

With it both chains granted (on heroic) items with +8 attributes, by no less than completing the quests and in the end reward lists. So no grind needed at all. This was also past onto random loot 3.0 and further developed and expanded in random loot 4.0 (current system). So Shadowfell wasn’t just the great ghost bane’ing or for that matter the many incarnations of deadly of accuracy – it was also a big step away from the generally accepted attribute convention that existed all the way up until Epic GH. With one single release all prior +6 attributes were overshadowed by the named sage, skirmish and the like items.

And it’s not entirely true that +8 is for level 15 only and not on random/named items. You can find ‘better’ stuff on random at that level if you get that extremely lucky roll – so people should definitely not give up on opening those loot chests.

However crafting 3.0 simply promises a base standard.

Such as this one.

ML 15 con

As you notice I have since my last post managed to add a few better extra slots. In this case insightful constitution. This would be an Arti’s/Warlock’s dream. Adding both a bucketful of constitution and Impulse.

ML 20 con

And at level 20 you can make this. Notice that as con goes it’s only +1 more to both the regular and the insightful attribute. That’s not bad. But you can still find other items with similar and better values and lower ML (altho this is an old random loot item with 2 augment slots – try finding that now). Like the item my Arti is wearing now – a ML 19 with insightful con +4. True, the prefix and suffix are not that good, but then rings are those great and easy to gear slots (now).

And at ML 25 the con goes to +11 – certainly not unique at that level and at 30 +13 (see below).

ML 30 con 13

I’ve personally found items with +16 (most likely level 35+ on the loot table).

ML 34 con 15

And speaking of level 34. Crafting allows you to do so called power levels. This is considered the max according to crafting; level 34, ML 30. As you can see this is easily found on high level loot today. However the argument is as always to make items with good combinations like the above. And in this case using an old saved loot items when they dropped with 2 augments. Would this fetch a good penny if you can make it as unbound? I’m sure. This particular ring would fetch a premium since it would require a lot of resources to make. And with a limited supply of saved 2 augment slotted items from the old system; I can guarantee that you won’t find a big supply of them.

So in short. Crafting allows for good solid ML 15 items (perfect for iconic items) but I feel it’ll only ‘push’ out some basic Shadowfell sage, guarding etc items. Save some; the necklace for example provide +4 Evocation and the best you can craft is a +3. On the other hand you can add insightful +2, so here’s the chance to combine things and make for better standard.

If anything; instead of limiting things to specific core items, named or otherwise, crafting expands the choices in an excellent way.

Thank you for leaving a comment and allowing me to discuss this further.

 

 

 

mancrafter

Cannith Crafting 3.0

New

If you’re like me, you have been looking forward to changes to crafting because of the continued increase of levels and the fact that crafting while flexible have been stuck in a curiosity mode; not really useful above level 15 (and arguably even less) and only as a very limited stop gap item – in particular because of the new random items system and also after the release of shadowfell.

After all – why bother making a +6 item (say constitution) when you can probably find a similar or better random item?

There are some caveats and major changes to the new system. First and foremost flexible shards are gone. This was introduced in 2.0. It was a way to extend the utility of the crafting system without extending the level cap. It was still stuck on 20 and not really useful above a certain level, but the flexible shard system allowed attributes and features to be crafted onto items that generally didn’t have them. Such as onto headgear where you normally would only find that feature on bracers.

Turbines argument is that the new random loot system and in extension crafting, will have a natural flexibility compared to the old system in that you’ll find more attributes and features across more items. Such as spell power on all type of items when it the past it was confined to a very narrow gear selection and some even only on specific named items.

And it is true; it’s hard to find a real limitation when the most important pieces of the puzzle exist on not just some really nice named items now a days, but can also be found on easily geared slots such as rings and necklaces.

However I’d really like to see flexible shards to add another layer of ‘special’ to crafting. Just as it did with 2.0.

Another argument against adding flexible shards is that there are specific features that exist on crafted items only. That is true with random as well. The idea is that if you want a very specific feature it might just exist on crafted items, but the truth is that there are few of those that really stand out as awesome and ‘must have’.

Another essential change is that there is only one type of essence (and you can trade in your old ones for it). That also require some of the old collectible items including purified Eberron shards, but also new collectible materials – many of them specific to either Eveningstar or Stormreach.  This includes 2 new purchases in the store; the regular one of essences (no different than how it was before) and a crate with 3 random collectible items (10 each). No idea what the cost is since the store on Lamm have it for 1 gold.

Finally, the wicked witch of BTC seems to be dead. You can re-disjunct old items to the new format and in doing so it won’t change how it’s bound, but once you add a shard of ML it’ll determine the bound status with a major exception. BTC items will become BTA no matter if you make a bound or unbound shard. So you can take formally BTC crafted or such (as you will see below) and make them BTA. And all new unbound items that are created as bound will become BTA. Again, the status on the disjuncted item do not determine the final bound status; adding a shard does.

What that means is that you can take any formerly BTC items (such as those with guild slots) and add bound shards and turn them into BTA. I hope that is as intended, because this would make crafted items useful, even beyond basic stop gap measures.

How it works.

It is a much simplified process; gone is the different shards of increased power of an item – such as con 1, 2, 3 etc. Gone is also shards of potential. This was convoluted system where if you wanted say impulse 54 and something else, it required you to put a specific shard of potential on the item. And the power of these features determined the ML of the item.

This more or less required an external crafting app or else you would have very little idea as to what the ML would be in the end.

The new system works like this; you create a shard of minimum level. That will automatically determine the appropriate level of power of the effect you’re adding. So for attributes like constitution it’s +8 for level 15. So no ambivalence there. It is fully possible to create items without external apps. Altho I’m sure it’s still useful since the old system of prefix and suffix still exist; what that means you cannot have 2 suffix features on an item. You can have one suffix, prefix and extra slot.

Extra slot is usually of an insightful type but that can also be found as suffix type stuff (I think).

There’s right now a bug where you can add more than one extra slot.You do this by adding an extra slot, add a extra slot shard, then add an extra slot, then add an extra slot shard etc. As you’ll see below it’s fully possible now but it will be fixed.

Another thing is that augment slots no longer add a minimum level to an item. So if you have old crafted blanks that still might show up at first as ML 5, once you add an ML level shard on it, it’ll automatically become what ever the ML is for that shard.

And it works.

 

The results

 

necklace guild

(I even slotted it to make sure it worked)

As you can see by this example it has the prefix and suffix and 2 extra slots. Now, note that 1 extra slot is how it should work. I simply added an additional one to see if the bug would prevent the item from working. As far as I can tell it does.

Again – that will most likely be fixed. Assume 1 extra slot as the norm. This was also a previously BTC guild slot item. So as you can see it is now BTA – useful for any of your characters. And that is fantastic. Of course guild slot items are really only super useful on the low end, where those extra HP and maybe SP makes a big difference and not really on the higher end where a piddly 15 HP isn’t going to make much difference. In those cases maybe an item with augment slots would make more sense.

Is this better than random?

Not really. Random can still get that little extra. But random is also random. While you can get a higher charisma in random (lucky, lucky roll) it’s unlikely that you also get the combo you like. At least with crafting you can get average good items, the way you want them.

The Downside

Assuming they fix bugs there is one issue that I noticed myself.

Leveling in crafting works similar in the new system as it did in the old. You craft shards that are above your regular level – the difference gives you a difficulty chance to complete a shard. Too high and you get zero chance, just a little above it can be everything from below 50% up to close to 100. The lower the chance, the higher the experience for completing it.

Normally you don’t get anything for stuff at or below your crafting level and the more of the same shard you make, the less XP you get for each shard.

Traditionally you would use crafting tools that give you an increased chance ontop of the chance to create the shard. Say 15% (I think the max you can buy from the store is 35%.) That’ll add 15% to whatever chance there is to make one. If you fail the roll you waste some mats, if not you get the experience and a shard.

Simple enough. In the old system this was less of an issue since you has a lot more recipes both from unbound and bound using lots of different types from arcane to good to evil etc. It was a convoluted system for sure, but you always had  something with 60-70 percent chance to make lots of experience on.

There are a lot fewer recipes in this system and a lot more levels. Granted, you lever somewhat quicker, but the diminishing return on shards still exist.

In the old system the same feature, say impulse spell power had several shards dependent on power and assumed ML. So you could find say 30, 54 and 60 something. In this system there’s only one. It’s the ML shard that determine the power.

While there are more effects to pick from, there are only one shard for that effect. The crafting level determine what new effects you unlock, not what new ML you can add for that effect (old system).

That means that when I tried to level from 223 that I started at, and finally got to 227, I had very few other choices to level with.

I did level ML shards, requiring only essences (altho Turbine is saying that they might add something else to it and I think that is a big mistake; that was never true in the old system. Power of potential was an increasing amount of essence only). You can do both unbound and bound ML shards, but unbound are about twice as much. Again you can, but even doing that will end up with you hitting a arbitrary wall of poor return.

The basic gist of it is that you HAVE to use tools and xp boosting potions. Or else you won’t make enough XP to level up until you hit a shard level where you once more level another recipe with a reasonable return. This is particularly important when you have only 23% to complete in the next dozen or so levels above where you are and it takes increasingly rare materials to make. You don’t want to fail then.

I hope this gets rectified. Either slowing down the diminishing return effect or making failure less painful. One way or another you shouldn’t want a system that banks on people using consumables. That should always be a choice.