Yes they do (tower sculptures need at least a +10% masonry exceptional bonus to have a chance at crafting an exceptional one)ps: Does anyone know whether the existing crafting talismans for mansory have the "exceptional" bonus?
Yes they do (tower sculptures need at least a +10% masonry exceptional bonus to have a chance at crafting an exceptional one)ps: Does anyone know whether the existing crafting talismans for mansory have the "exceptional" bonus?
in layman terms Dr!!!!Currently imbuing has the following limitations:
Many of our beta players have expressed concern that the items created by imbuing are too powerful, and that imbuing has the potential to make other sources of items much less attractive.
- Can imbue up to 5 properties on an item.
- Each property is limited to a max of 100% intensity.
- Can imbue up to 500% total intensity on an exceptionally crafted item, or 450% on any other item.
- Some properties are weighted to count more towards the total intensity cap.
The idea was then brought forth that perhaps imbuing should be less of an "item creation" skill, and more of an "item customization" skill. We thought about that, and would like to get your feedback on the following:
- Any item can have up to 300% weighted intensity added to it via imbuing (while still obeying the max caps from #2)
- The total intensity caps remain the same (500 for exceptionally crafted, and 450 for regular items)
- Individual property intensity can range up to 150% unweighted (but the weighted intensity still counts against the caps from #1 and #2)
What this would mean is that a regular item, with no properties on it, could be imbued up to 300% weighted intensity. An item that started out with, say, 130% weighted intensity, could then have an additional 300% weighted intensity added on top of that, for a total of 430%.
So, you could customize any valid* item with any combination of properties up to 300% weighted intensity, regardless of what it started with, as long as it doesn't exceed either of the caps from #1 and #2 above.
We feel that this would give you a lot of flexibility in creating the items you want, while not replacing so much of the existing methods of acquiring items. Loot drops that you find, or runics that you make are all good potential starting pieces for imbuing, but you'd still want to find something that fit what you're looking for.
This means that you couldn't create the perfect item from scratch, but you could customize a lot of the items that you have now, find as loot, buy on vendors, or craft yourself. However, newer players who pick up imbuing will still find it very useful in improving the items they would find while progressing through the game, or by creating less powerful items from scratch.
Please let us know what you think of these changes, we'll be reading this thread frequently. If you'd like to make other suggestions unrelated to these changes, please use the Stygian Abyss forum as we'll look for them there.
Thanks!
*A valid item is one that is currently imbuable by the imbuing system. It excludes artifacts, and any item made with or enhanced by special materials.
ya i was confused too he answered hereI'll try to explain it better.
Some properties "cost" more to imbue than others, in terms of reaching the total cap (either the 300% of imbued weight per item, or the 450/500 total weight for the item in general, which includes all properties, imbued or not).
For example, Damage Increase has the default weight of 1.0, which means that 100% counts as 100% against the cap. SSI, however, has a weight of 1.3, which means that 100% SSI would use up 130% towards the cap.
As far as individual properties go, as long as you don't exceed one of the total intensity caps for the item, then you can imbue any property up to 150%, regardless of weight.
So, that means you can have 75% Damage Increase (150% intensity for DI), and that would count at 150% intensity towards the cap.
For SSI, 150% intensity is 45 SSI, but since it has a weight multiplier of 1.3, it'd count as 1.3 * 150 = 195% against the cap.
What she said.ABC and calibek: How is this a "nerf" or causing what is possible now with imbuing to be impossible.
Your end result will still be the same as it is now. You will still be able to create those "godly" pieces now. The only difference is that you will need to craft or find a decent base first.
How can that be bad? How can keeping crafters and looters alive in the face of the power of this skill be bad? I really don't understand that.
PvM for high end loot has been the way THIS GAME has been since the beginning. Invulnerable Plate, anyone?
I don't even have a crafter, but even I could see how damaging imbuing could be to those who do.
@ Shelley - I am curious, why would they need to be enhanced when gargish armor already has a considerably higher base resist than human/elf armor. Mainly all this will do is change it so that you can have MR on your earrings, but not have + skills (which was a HUGE concern).
Even gemmed jewels have a very low exceptional rate, not to mention you won't have any exceptional earrings and necklaces at all to work with.If you don't understand the "WEIGHTS" of items that people are talking about; skip this post.
ANYWAYS;
My other thing is this.. (Mainly Weapons & Jewerly)
The weight of NON-EXCEPTIONAL (Monster loot & Non-Exp crafted items)
has a 450% weight table.
Meaning..
4 100% properties & 1 50% property.
***And lets remember***
Unless you are making gemmed Items such as Ecru Citrine rings and the like,
You CAN NOT get expectional jewelry
*******
Now; Exceptional weapons
(500% weight item, for being exceptional)
Come with between 35-40% damage inc
(70-80% on the weight table)
So, you are cut down to 420% - 430% to start with.
Now, this sounds OK if you want damage on your weapon, but what if you dont?
Jewels can give you 50% damage inc
Tallys give 20% Damage
Gloves can give between 15%-25% depending on the ones you are using
&& Headpieces can give anywhere between 10%-30%
So, the best weapon without damage inc on it you can get is 450% with a NON-Exceptional?
BC Exceptional = Auto 70-80% weight down the drain.
That is lame in my opinion and makes Imbuing weapons & jewels less desirable. Mainly because of the auto damage on exceptional weapons
(Maybe give a gump saying "Do you wish to add 40% damage inc to your weapon")
And the NON-Ability to start out with an Exceptional piece of jewelry
(Again; except for the gemmed jewels)
That part right there. Why do you NEED damage inc on your weapon? It's like HCI. You can get these properties in so many different places now, so why do you have to waste the property on damage? IDK about you, but I would rather sacrifice 1-2 properties on my jewels (for damage) so I can have ALL of my weapons to not need damage inc and have an extra mod on them.Crafting a weapon with a dull copper runic is going to give you 40 DI and one other property. You can imbue the rest! It is not so hard to imagine that you will not get at least 3 items with a property you can use off of a DC runic.
The check against the 5 property limit appears to be made when you select which mod to imbue. The result is:So what if a weapon that is unenhanced and a non artifact already has 6 properties?
Thankies!Yes they do (tower sculptures need at least a +10% masonry exceptional bonus to have a chance at crafting an exceptional one)
Yeah, that ability will really be nice.Harlequin - Others have asked for just that thing (removing a single property). Wilki stated he isnt sure if it is possible, but that he would look into it. Best we can ask for the moment![]()
Ole Cheapy - I played around with this some early on. It is a shakey area - if the item already exceeds the 500% intensity cap, then no, you cannot. If it doesnt, then you can adjust existing properties to that point. Now that property weights have been added, I would guess the chance of being able to will be few and far between.
Plans on paper can sometimes not translate into coding. At one time it was planned for SA to be accessable with only the KR client ... now that client won't even exist and SA will be accessable by all available clients.however with the ability to remove mods from an item (which was planned before the closed beta even)
That is a direct quote from Wilki, taken from the internal forums, that he posted today at 5:29pm Pacific time.I was thinking about how to allow for the removal of a property, but I'm not sure if we can do that. I'll look into it.
The 5 property max should ONLY be the limit of mods that you can imbue to a weapon, it shouldn't be a form of punishment for already having a 6 mod weapon.Maybe incorporating the Item Identification skill into removing properties would give it some use and allow people to remove things.
What about the balance issues involved with gargoyles being unable to wear crimsons, lieutenant guard sashes, etc? I mean, I can see the point here, but gear-wise, the extra jewelry mods were their one advantage. Otherwise, they seem pretty gimped.Someone reminded me that I left out some information from a prior change.
Earrings and necklaces are now only able to be imbued with armor properties. Allowing gargoyles 4 jewelry slots would have caused balance issues, obviously.
Also, we will make earrings and necklaces drop as loot as well.
That has already been decided lol. Earrings and Necklaces will be treated as armor pieces instead of jewlry where imbuing is concerned.if the whole problem is the 75 skill points on jewels why not just exclude +skill mods from being added to necklace and earring slots. that seems much easier, and will avoid a rework of the garg armor system.
Id like to suggest an allowance to imbue enhanced/special material items. As it is now, its suuuuuper hard to make an imbued set of armor thats worthwhile, because you have to enhance AFTER you imbue, and the success rate with leather and metal is really pretty low, so you could have to waste 5 or 6 fully imbued items before actually getting it enhanced, and if you don't enhance it the resists will be super low.Currently imbuing has the following limitations:
Many of our beta players have expressed concern that the items created by imbuing are too powerful, and that imbuing has the potential to make other sources of items much less attractive.
- Can imbue up to 5 properties on an item.
- Each property is limited to a max of 100% intensity.
- Can imbue up to 500% total intensity on an exceptionally crafted item, or 450% on any other item.
- Some properties are weighted to count more towards the total intensity cap.
The idea was then brought forth that perhaps imbuing should be less of an "item creation" skill, and more of an "item customization" skill. We thought about that, and would like to get your feedback on the following:
- Any item can have up to 300% weighted intensity added to it via imbuing (while still obeying the max caps from #2)
- The total intensity caps remain the same (500 for exceptionally crafted, and 450 for regular items)
- Individual property intensity can range up to 150% unweighted (but the weighted intensity still counts against the caps from #1 and #2)
What this would mean is that a regular item, with no properties on it, could be imbued up to 300% weighted intensity. An item that started out with, say, 130% weighted intensity, could then have an additional 300% weighted intensity added on top of that, for a total of 430%.
So, you could customize any valid* item with any combination of properties up to 300% weighted intensity, regardless of what it started with, as long as it doesn't exceed either of the caps from #1 and #2 above.
We feel that this would give you a lot of flexibility in creating the items you want, while not replacing so much of the existing methods of acquiring items. Loot drops that you find, or runics that you make are all good potential starting pieces for imbuing, but you'd still want to find something that fit what you're looking for.
This means that you couldn't create the perfect item from scratch, but you could customize a lot of the items that you have now, find as loot, buy on vendors, or craft yourself. However, newer players who pick up imbuing will still find it very useful in improving the items they would find while progressing through the game, or by creating less powerful items from scratch.
Please let us know what you think of these changes, we'll be reading this thread frequently. If you'd like to make other suggestions unrelated to these changes, please use the Stygian Abyss forum as we'll look for them there.
Thanks!
*A valid item is one that is currently imbuable by the imbuing system. It excludes artifacts, and any item made with or enhanced by special materials.
Also, I just wanted to add aI personally view imbuing as an avenue to return to the days when items were fungible and the game retained a greater reliance on skill yet still keep the AOS damage and properties systems.
Continuing to nerf imbuing hoses that and keeps the cost of appropriate gear inflated.
Who benefits from that?
Why don't you let people post their opinions instead of trying to run the thread? We've read your tiring posts. Now go away.Also, all detractors, why not wait and TEST it when it goes live?! Then give CONSTRUCTIVE feedback ("wat?! I cant make mad lootz from noobz gear anymorez?! FOUL!" does not constitute constructive :< )
This was my thought from the first time I logged into open beta, where you could do 5 mods at 100%. I still feel the same way. Allow people to choose any mod at any intensity, and then PvP is less of a battle of items and more a battle of skill.I personally view imbuing as an avenue to return to the days when items were fungible and the game retained a greater reliance on skill yet still keep the AOS damage and properties systems.
Continuing to nerf imbuing hoses that and keeps the cost of appropriate gear inflated.
Who benefits from that?
The analogy is fine i just think you're not getting what I'm saying...lemme try again...I want the option to modify 5 properties "of my choice" on my weapon regardless of how many extra mods I already have. Allow me to max out 5 of my mods on my weapon just as a owner of a 5 mod weapon can do. I won't modify my 6th mod, i will just leave it as is but I want the ability to modify 5 of my properties just as a 5 mod weapon owner has.@ Old Cheapy - you are still not keeping in mind the fact that your 6 property item will be forever. It can be made of special materials to give it even more properties, in fact. Your analogy just isnt accurate to the situation.
I'd like to understand this a little better ...Also, I just wanted to add ato this insightful observation. I don't know if I had really figured out *why* I liked imbuing the way it is, but now that you put it this way, I totally agree.
I claim Pitchforks for Tinkerers!!!!!!!!! It's a tool, so we get Dibs! But then it would suck cause we have no runics or a way to make it "special".........Wilki, these sound like pretty reasonable concessions. I've always felt Imbuing should be a "tweak"craft and it sounds like it'll go that way.
In light of that, is there any plan to allow us to remove/delete individual unwanted properties from an item (eg: loot or runics)? Perhaps have removal cost as much as it would to add in terms of resources, but subtract from the resulting complexity/difficulty of the item.
Also can we add pitchforks, black staves, tribal/orc/animal masks/helms, and other orphaned items to the craftables list?
I'm not sure how to explain why it's a nerf -- it seems pretty self-evident. Before you could, eventually and at the cost of potentially a large amount of expensive ingredients, create literally anything within the normal rules of what is possible to have, mod-wise, on loot using the imbuing system. Now you cannot. I'm not saying that it's an "oh noes the world is going to end" nerf, and I can see the logic behind it, but it's definitely a nerf.I'd like to understand this a little better ...
What exactly about this change feels like a nerf to you?
What were you planning to do before that you can't do now?
I say make them all tinkered, including masks & helms!I claim Pitchforks for Tinkerers!!!!!!!!! It's a tool, so we get Dibs! But then it would suck cause we have no runics or a way to make it "special".........
Removing one or more properties is something I've been thinking about. It's possible, but I'm not sure how difficult it will be. I will talk to the team and see how they feel about it.Wilki, these sound like pretty reasonable concessions. I've always felt Imbuing should be a "tweak"craft and it sounds like it'll go that way.
In light of that, is there any plan to allow us to remove/delete individual unwanted properties from an item (eg: loot or runics)? Perhaps have removal cost as much as it would to add in terms of resources, but subtract from the resulting complexity/difficulty of the item.
Also can we add pitchforks, black staves, tribal/orc/animal masks/helms, and other orphaned items to the craftables list?
First, let me say that Wilki and whomever else is working on this had better really really consider all the impacts of this system before it goes in because it has the chance to alter the use of every single non-artifact item in the game.Also, I just wanted to add ato this insightful observation. I don't know if I had really figured out *why* I liked imbuing the way it is, but now that you put it this way, I totally agree.
Heya Wilki, any chance you could let us know if Tinkerers are going to be looked at. With the changes you had in mind for imbuing it brought a lot of things up that concern me and there in this thread.Removing one or more properties is something I've been thinking about. It's possible, but I'm not sure how difficult it will be. I will talk to the team and see how they feel about it.
As for the other items, you know, I've always wondered why they weren't craftable, but I never actually looked it up. I'll see if there was a reason they were left out.
So, the changes to imbuing have brought a few things to light for me that are just oO.
First off we have no runics, so as far as earrings and necklaces go we when they add mob drop earrings and necklaces these will be far more desired than any we make .
Secondly we have 100 skill and very low success rate and exceptional rate on most of what we can craft that can be imbued (Well worth imbuing).
3rdly it's said that the Devs don't want imbuing to nudge out any craft, and well simply put we could barely compete with mob loot let alone imbuing so ......... where's the tinkerers love?
We should be able to make Garg only necklaces and earrings these should have some basic armor resists and stats etc considering they are now considered armor, considering we have no runics we should be able to do magical ones as well since that is out version of runics.
I wouldn't mind being on par with the other crafts with skill wise considering we are going to be needed to repair jewlry now as well. An imbued Smith made head piece will last longer than a tinkerers earrings since our repair is going off of a max 100 and the smiths going off a max of 120, same for tailors.
Theres a lot that has come up that tinkerers are going to need for SA considering rings and bracelets as well as earrings and necklaces that are going to be imbued will need repair. We should be considered a full fledge crafter at this point with what SA has brought to the table, but we are still the red headed step child.
Anyways these are my concerns.
I agree with that sentiment, as imbuing is very powerful; more so than I think many people believe, who haven't played with it extensively.I urge you again - really consider what you are doing and the impacts. This will affect nearly all armor/weapons/jewels in the game!
Yes, we're aware of the difference there, but I don't know that we can do a full tinkering revamp right now. But tinkering/imbuing is something we're looking in to, to see what we can do.Heya Wilki, any chance you could let us know if Tinkerers are going to be looked at. With the changes you had in mind for imbuing it brought a lot of things up that concern me and there in this thread.
No not at all, was just wanting to hear at least "We are looking into it". You've done that so I am a happy camper.Yes, we're aware of the difference there, but I don't know that we can do a full tinkering revamp right now. But tinkering/imbuing is something we're looking in to, to see what we can do.
I know that sounds like a brush off, but it's not. We have been thinking and talking it over.