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| | #1 (permalink) |
| FoH Member with a rod in his pants Join Date: Jan 2002 Location: Forest, MS
Posts: 248
| Proposal for new Charm(s) A proposal for 3 new player made charms, descriptions, effects and recipes. Basic - increases in power when you wear at least three pieces of matching armor. Max effect when you wear a complete set of matching armor (Chest, Arms, Helm, Legs, Feet, 2 Bracers). The basic should work for ANY set of armor, from old world through PoP. Ornate - functions the same as basic but only with ornate armor sets Elemental - functions the same as basic but only with elemental armor sets The effect of these charms is to take the stats from the worn armor pieces into account and then sum them up. Once added together you receive the following percentages added to your stat totals: Basic - 2% Ornate - 8% Elemental - 15% Example: You wear Magician Elemental Armor pieces Arms, Helm, Boots with the following stats. Boots AC: 17 DEX: +17 STA: +11 INT: +20 AGI: +17 HP: +135 MANA: +140 SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 Helm AC: 16 STR: +18 DEX: +12 STA: +10 INT: +20 AGI: +10 HP: +135 MANA: +140 SV COLD: +25 SV MAGIC: +25 Arms AC: 20 DEX: +18 STA: +11 INT: +20 AGI: +21 HP: +135 MANA: +140 SV FIRE: +10 SV DISEASE: +20 SV COLD: +10 SV POISON: +20 These 3 pieces give you the following sums AC 53 STR 18 DEX 47 STA 32 INT 60 AGI 48 HP 405 MANA 420 SV COLD 50 SV FIRE 25 SV MAGIC 25 SV DISEASE 35 SV POSION 20 Your charm bonus would be: Basic Charm AC 1.06 STR 0.36 DEX .94 STA .64 INT 1.2 AGI .96 HP 8.1 MANA 8.4 SV COLD 1 SV FIRE .5 SV MAGIC .5 SV DISEASE .07 SV POSION .4 Elemental Charm AC 7.95 STR 2.7 DEX 7.05 STA 4.8 INT 9 AGI 7.2 HP 60.75 MANA 63 SV COLD 7.5 SV FIRE 3.75 SV MAGIC 3.75 SV DISEASE 5.25 SV POSION 3 These percentages could be tweaked a little, the basic looks kind of low imo but this is just a proposal. You guys really should look into doing something like this. As to the recipes: Basic Charm: One (1) NO DROP item from tier 1 planes of power (Plane of Night Mares, etc) Three (3) enchanted bar of platinum One (1) Hexed Kerran Doll OR One (1) Mithril Frog Totem OR One (1) Totem of the Warrior Spirit OR One (1) pretty much any "totem" item in game One (1) Vial of Purified mana One (1) pottery component (player made and tradeable) One (1) tailoring component (player made and tradeable) One (1) complete set of armor (melee or caster from any period in eq...old world, kunark etc) Ornate and Elemental Charm(s): One (1) NO DROP item from the appropriate tier planes of power (i.e. elemental from water, fire, earth or air) Three (3) enchanted bar of platinum One (1) Hexed Kerran Doll OR One (1) Mithril Frog Totem OR One (1) Totem of the Warrior Spirit OR One (1) pretty much any "totem" item in game One (1) Vial of Purified mana One (1) pottery component (player made and tradeable) One (1) tailoring component (player made and tradeable) One (1) complete set of armor (melee or caster from any period in eq...old world, kunark etc) This will get accomplish several things - it gives you a charm worth getting, it involves tradeskillers, tradeing of the player made droppable components and gets rid of old armor sets that are wasting away anyway. |
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| | #2 (permalink) | |
| snape kills razorgore Join Date: Jun 2002
Posts: 2,714
+1 Internets | Interesting idea. I don't really follow this part: Quote:
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| | #3 (permalink) |
| Hotkey Master Join Date: Aug 2002 Location: Gonzales, La
Posts: 226
| Looks that way to me, but he was pretty specific that it could be one complete set of *any* type of armor, so only the truly moronic would use Cobalt rather than Banded. I have a queston that's semi-related to this topic. When the "charm slot" went live, did everyone get the UI mod or only those who had ordered LoY? In other words, do people without LoY get a charm slot? If so, that may help explain why charms are basic suckage and also why we may never see charms outside of LoY, since if you didn't have to buy the expansion to put it on, it would remove some of the motivation for purchasing the expansion. |
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| | #4 (permalink) |
| Registered User Join Date: Mar 2002
Posts: 39
| I dont think so Sony went and got entirely too damn cute with the items for this slot. Just make items on par with every other slot in the game and sprinkle them across the zones as level appropriate. All these effects are way more of a pita than they're worth as currently implemented and trying to polish a turd isnt a good way to fix it. Abs |
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| | #5 (permalink) |
| FoH Member with a rod in his pants Join Date: Jan 2002 Location: Forest, MS
Posts: 248
| Yes, I did mean one complete set of matching armor. If they wanted to it is entirely reasonable to me to see that the ornate and elemental requiring old planar armor sets. (example for mage you would need a complete set of apothic) |
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| | #6 (permalink) | |
| That Guy That You Wish You Were Join Date: Nov 2002
Posts: 63
| Quote:
Substitute the set of full planar armor for something less time consuming to get, and you've got yourself a very superb idea.
__________________ "Hey, you're that guy that you are!" | |
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| | #8 (permalink) |
| Johnny Fucking Headshot Join Date: Jan 2002
Posts: 3,426
| I realize for you, your guild, and the other 3-7% of the eq populus that's in elemental planes that your orante and your elemental armor is really special and important, but most of the population isn't going to get there, and having such an absurd growth of power like that is a bit high. A fairer scaling would be: Basic: 7% Ornate: 10% Elemental: 14% The real problem in your idea though is the practicality. It would take alot more manpower than you think to differentiate sets. You have: - Cloth - Patchwork - Banded - Bronze - Black Alloy - lvl 30 quest armor - planar - kunark - pog - thurg - ss - kael - pom - cultural (several levels i believe) - ornate - elemental Then you got 5 times as many for specific race / classes, such as the set of gnome armor w/ the haste arms, the IKS only armor set that's slightly better than chain, etc etc etc. FURTHERMORE, there shouldn't be a requirement on tier one zones. LoY was released for every level. Level 1's have charm slots. There should be charms available for level 5's, for level 10s, for 20s, for 30s. And don't say twink, or don't deserve it, or xyz.. because it scales. Even your run of the mill level 6, in mostly cloth, maybe some patchwork, is still only gonna get like (if they round up) 1ac 1hp 1mana 1str 1sta from their charm slot at best. But lastly, the realistic limitation: what breaks the tie? Simply example: You are wearing 3 kunark armor pieces, simply ac 20, 25, and 30. You are wearing 3 velious armor pieces, simply 40hp, 45hp, 50hp. For the sake of arguement, assume they have no other stats. Also assume the rest of your armor is a mishmash of sets, none being 3 or more. Is the charm 7% of 75ac? Or is it 7% of 135hp? Some would like the 9hp, some would like the 4ac. How is the game going to decide? A yes/no box? |
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| | #9 (permalink) |
| Push the button, Max Join Date: Aug 2002
Posts: 40
| A conglomeration of stats. It would be 7% (or whatever) of 75AC *and* 7% of 135HP. I don't really see a problem with that, as the power of the charm is still dependant on the power of the armor sets you wear. I think it would simply be best to make an "Armor Set Charm" for each "major" set of armor: Old World Quest, Kunark, Velious Quest (one per cloth/leather/chain/plate, works for all factions) and PoP. I think it would get way too complicated if you tried to include any more armor sets. Of course, this is assuming you don't just get a golden shower of charms when you zone into Time. A WINNER IS YOU: +5 Mana Warrior Go Go! |
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| | #10 (permalink) | ||
| Registered User Join Date: Sep 2002 Location: SoCal
Posts: 394
| Pretty interesting idea. Just trying to expand it a bit further. For nodrop charms, have the combine for the charm be no-fail and done any forge, with chances for failures coming earlier when the tradeskill items were being made. Although tailoring and smithing make the most sense, require each charm's recipe use a playermade tradeskill item from each of the major tradeskill lines (every tradeskill except alchemy and fletching) with the difficulty of the item appropriate for the charm (basic requires a tradeskill item made with at least 100 skill, ornate with 200, elemental with maxed). Remove from the recipe the armor requirements, instead producing a basic nodrop charm with minimal stats/ % bonus. (an alternative would be to have the basic charm tradeable, but after the first turn-in (see below) it becomes no drop.) Now, divide armor sets into classes. It is probably worthwhile to limit how much armor belongs in each class to specificly force the player to get certain pieces and force a certain progression. The most obvious examples are the original planar armors, the kunark armors, and the velious quested armors. Add some other appropriate armor sets to each class, including player made ones. The charm levels and armor classes don't have to be limited to 3 gradients, have 4 or 5 levels if that is appropriate. Take your newly made charm and turn it in with an appropriate piece of armor to some quest NPC, and receive a new charm with improved stats (or higher %). These quest NPCs could either be sitting in Bazaar and accept all armor / charm turn-ins (i.e easily accessable), or could be scattered around in dangerous locations and only accept specific pieces of armor done in order (i.e. 2x bracers first, then boots-gloves, then arms-helm, legs, bp). Scattering the NPCs and using progression would allow for things like the leg turn-in NPC for the highest charm to be in PoTime or something, with the BP turn-in NPC spawing after you "beat" PoT. NPCs for lower level charms would be scattered through various dungeons forcing some dungeon crawling. Finally, you wouldn't need specific sets of armor to turn in, just armor from the same class. If you have a mix of SS and Thrug armor to turn in, it will work. Quote:
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-Jovec Last edited by Jovec : 03-10-2003 at 04:51 PM. | ||
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| | #11 (permalink) |
| Registered User Join Date: Aug 2002
Posts: 879
| Haven't we maxed our int/wis/whatever and sta and whatever yet anyway? Do we really need yet another slot that does the same thing? Why not something like: casting time 10.0 Acumen only useable when it's snowing or raining casting time 5.0 Root only useable if you don't have a pet Class: Magician, Shadowknight casting time 10.0 Spirit of the Wolf only useable if you don't have any buffs casting time 5.0 Invisibility only useable if you don't have any spells memorized Class: Cleric, Paladin Anyway, it was just tacked on as a marketing gimmick. Not sure if you need LoY or not to have it but if you do then the more pathetic and weak charms are the better as it won't force people to buy such a crappy expansion. |
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| | #12 (permalink) | |
| Johnny Fucking Headshot Join Date: Jan 2002
Posts: 3,426
| Quote:
Well, how about 2 spells or less? Dun make me wait 15 min on DA/DB refresh preeze ;( Otherwise sure I'll click out 6 gems NP. BTW.. if its supposed to be 7% of 75 ac AND 7% of 135 hp.. whats the point of making it work off armor sets? At that point it's working off all armor, regardless what you have. By that logic, it just adds a flat 7% to EVERYTHING you wear. Kind of a dim dull idea if you ask me. But Lin had it right on. Effective but somewhat limited effects but make them fill in the cracks of the game. But to reiterate what he said, and tack on a few of my own: MAG / SHD charm: Root only works if you don't have a pet [or fd memmed] PAL/CLR charm: Invis only if no/1/2 spells memmed. WAR charm: +30ac +70hp only if 2h equipped CLR/DRU/SHM charm: +10ac +5wis +20mana +20hp only if 2h equipped ENC/WIZ/MAG/NEC charm: +10ac +5int +20mana +20hp only if 2h equipped PAL/SHD charm: 40% over-cap, stacks with everything haste only if 1h equipped BST charm: (Some huge melee modification, etc haste, procs, dmg table increase, +atk) only if no pet I'm sure a dozen others could be added. The simple idea: take a class; move the class away from it's "ideal" (ie no pet mag, 1h pallies, etc) and reward them to compensate. Don't make it so either is better than the other, just let it be there, and let the player base decide. I'd for instance love it if I (cleric) had a charm that was a 6.5 cast (same as our nukes) that nuked for 5x our listed weapon damage (1h only). Gives clerics an insentive to get weapons previously only assigned to melee. Or perhaps a paladin charm that (similar to above), worked only with a shield equipped, and gave me a self heal proc = 3x the ac of the shield. Beautiful idea, go apply for a job at VI. | |
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| | #13 (permalink) | ||||||
| Push the button, Max Join Date: Aug 2002
Posts: 40
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Last edited by CruelTea : 03-11-2003 at 02:26 AM. | ||||||
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| | #14 (permalink) | |||||
| Johnny Fucking Headshot Join Date: Jan 2002
Posts: 3,426
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Besides you missed the entire god damn point. So what if it isn't 100% as strong as another variant. Part of it is to not make the classes so stagnant. I'd personally load up on a damaging 2h and actually have fun in the group, knowing at least part of the disadvantage of a 2h (less mana) is covered by my charm. Obviously, I can get alot better than a 10ac 5wis 20hp/mana shield; but making the charm 50ac 30wis 150hp/mana is also just a tad bit overpowered, considering what small percentage of the game has access to elementals. Quote:
a) He shouldn't come AS close, just closER. b) The numbers (namely, 40%) could be tweaked to represent what it would actually take to accomplish a. Quote:
If you think you're so fucking smart go ahead and make your own. By the way you critique mine, 10k says that: a) They will be grossly overpowered, or b) Obviously elitist to you and your perceived high level of play. | |||||
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| | #15 (permalink) |
| Registered User Join Date: Nov 2002 Location: UK
Posts: 21
| I'd be happy enough if they let that crap-ass talisman quest be used in the charm slot. Heck, if they don't I have no intention of even starting the thing. I like the original idea here though, and I really hope they at least make some kind of charm with remotely good stats...
__________________ Duke Drakonn Wraithwind Dread Lord of Forsaken Realm Mith Marr Server --- Cross cutting thunder charge, Blade of destruction, Flamethrowing hurricane destroys the cage... Bonecrushing alien, God of salvation, Sad wings that Heaven sent wipes out in rage... |
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