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World Even More Item Customization

Discussion in 'General Suggestions' started by Dr Zed, Jul 18, 2020.

?

Which changes do you support?

  1. Fully Elemental Powder Conversion

    4 vote(s)
    80.0%
  2. 8 Ingredient Slots

    1 vote(s)
    20.0%
  3. More IDs on Ingredients

    2 vote(s)
    40.0%
  4. Durability

    3 vote(s)
    60.0%
  5. Skill Points

    3 vote(s)
    60.0%
  6. None

    0 vote(s)
    0.0%
Multiple votes are allowed.
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  1. Dr Zed

    Dr Zed Famous Adventurer

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    In my last thread I proposed some significant changes to item crafting, especially with weapons. Though I noticed that when I tried to replicate mythics with crafted weapons, damage-wise they were great but the IDs were garbage, even with my proposed changes. So I think there are a few last things holding back crafted items.

    It’s impossible to create a weapon that does only elemental damage using powders as ingredients. This limits how well crafted weapons mimic mythics like Fatal and gives the player less freedom to customize their weapon.

    To solve this, instead of powders as ingredients applying the neutral damage conversion AFTER SUCCESSIVE powders, the neutral damage conversion of all powders used as ingredients should combine and apply to the original base damage.

    For example, an Tier VI Air powder has a neutral damage conversion of 35%. 3 Tier VI Air powders on this bow would therefore convert 100% (doesn’t go over 100%) of the neutral damage to Air damage instead of partially. The damage on the fully Air bow would be 533-647, which is about the same the total base damage of the partial Air bow. So it shouldn’t effect the damage by too much.

    This should also make it more intuitive since you no longer have to do multiple calculations to find what your final damage will be.
    FYI, I decided to scrap this part of the suggestion so don’t bother reading it.

    Instead of having the current 6 ingredient slots, there should be 8. What’s holding back crafted items are identifications. Damage is only half the reason why mythics are so strong, so a crafted weapon with even comparable or better damage still isn’t enough to replicate it. Especially when it comes to armor.
    I’m fine with having exclusive IDs for crafting, but not for obtainables because crafted items are at a disadvantage from already having worse and fewer IDs. Not too mention that they’re supposed to be stronger than obtainables anyway. Plus it gives more freedom in customization. The only exception would be Major IDs because they’re specifically tailored to individual or a few items and therefore would be less unique if they existed for crafted items.
    Your durability will no longer be randomly selected in the range and will scale linearly with the specific level selected, so you’ll always get the same durability with a certain level and material grade. Not a huge change; just makes it less random so you don’t messed by RNGesus.
    One of the biggest problems with crafted items is that any skill points on them can’t fulfill skill point requirements on other gear. Which is a huge disadvantage since that’s the main point of gear giving skill points. So not only will skill points contribute to skill point requirements on other gear, skill points on ingredients will be static and no longer degrade like how they are with obtainables. To account for this change, however, most skill points on ingredients will be nerfed.
     
    Last edited: Jul 19, 2020
  2. Melkor

    Melkor The dark enemy of the world

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    The first one I honestly want as a universal thing.

    I'd be worried about giving them more slots, as that would let them get really powerful. I think it'd be better to just give small buffs to the ingredients we have now and add some new ones to help give more identification bonuses.

    I do think they need more id's, because right now they lack a lot of interesting abilities and builds that you can use normal items for. They also all feel like they have a bunch of random id's, but it's hard to make an item with a dedicated build in mind that isn't just the same ingredient a couple of times with some modifiers.

    I have no opinion on the durability of crafted items, other than that I dislike having to worry about durability.

    The skill points thing would be incredibly overpowered. You can make ridiculously high skill point gear, which would definitely be game breaking. I'd like for these to be useful in that regard, but without a huge rework or nerf I don't think this would be a good idea.
     
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  3. Dr Zed

    Dr Zed Famous Adventurer

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    I’m a bit worried too. Even if they weren’t that powerful, if you used 8 ingredients you would have practically 0 durability. I’m gonna experiment a bit and see what 8 ingredients would look like.
    I’ll definitely look into that too. Previously I was trying to avoid changing ingredients because I didn’t want to memorize most of them to see where they fit in, but I guess it’ll be inevitable now.
     
  4. creature

    creature Uncorrupt, so possibly serving Dern

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    If I understand it correctly, I like this change. It's more intuitive to see a total of 92% conversion rate in the recipe and get 92% conversion rate.But the link for partially doesn't send to a crafted item, it just sends to the crafter. To share a crafted item press save crafted item first, that can give you this link. https://wynndata.tk/cr/750359908 (Also, look for the link copy on the page, don't link the URL.)

    (Also also, if I got it right, 2 Tier VI earth powders would conver 2x46%=92%, not 100%.)

    I'll assume you're just talking about weapons here since the crafted armor, consumables and accessories are more often than not considered amazing and in the case of armor often also better than certain mythic boots.

    Identifications isn't what's holding back crafted items, it's a combination of the durability system, the huge time-investment requirement to do professions and the somewhat daunting crafting system. Identifications is what's getting people into crafted items.
    I don't think it's fair to directly compare them to mythics and aside from that, there are a few crafted weapons which are arguably stronger than certain mythics.

    The reason I don't think that it's fair to compare them to mythics is because crafted items are so flexible. For example, There is no wand with good mana regen that does damage like this wand. https://wynndata.tk/cr/502693952 and sure, it has a high intelligence requirement. But it was made for somebody using moontower. and the skill points moontower gives.

    Mythics, in general, force you to go a specific playstyle. Crafted items can fill up what you're missing when you need it. Yes, the ids are generally worse than mythics. But crafteds can be much more well-rounded. Even if they were straight-up worse than mythics, they're also much cheaper. So by the logic of expensive = better (Which you didn't say, but alot of people do think, saying this more for them) crafteds should be between legendary/fabled and mythics and between those, they're much closer to mythic powerlevel than legendary or fabled power level.

    Also, 8 slots would REALLY mess with the balance of things. Especially ingredient effectiveness modifiers.

    Kinda undecided on crafted items specific ids. (other than gathering speed/xp or even crafting ids. Which I think would be good to be crafting exclusive since it's also crafter exclusive.)

    This does mean that if you get unlucky in level range, you also get unlucky in durability. Still support it though. (I'd also like to be able to select levels over level ranges if anyone who has a say in this is reading.)
    Material grade already effects it btw.
     
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  5. anonymousness

    anonymousness Well-Known Adventurer

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    The thing with crafted items is that they are great at getting one amazing id (there's 12/4 mr armor out there), but if you go for multiple id's, they'll all be horrible, and that's what mythics are good at. More ingredient slots won't solve that problem; in fact, they will allow you to get super op crafteds, but probably won't allow you to match a mythic's versatility. Something that could help would be buffing ingredients, but giving each id diminishing returns (so 6 bottled fairies will give like 10 mr instead of 12 or something like that). This would encourage going for multiple id's on a crafted item and make them look more like mythics.
    ________________________________
    *cough* inverted *cough* large *cough* lapis *cough*
     
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  6. Dr Zed

    Dr Zed Famous Adventurer

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    My mistake, I’ll fix it right away. It’s supposed to be 92%, not 100%.
    Pretty much. Besides the skill point issue, most of my gripes are with crafted weapons so that’s what I’ve been experimenting with on Wynndata.
    I see your point. I mostly compare them to mythics because they’re pretty much the end-all-be and I remember how Salted compared them. I’ll definitely remove that suggestion then and refer less to mythics.


    I view it that since crafted items are about customization and they require tons more effort and time to get than most obtainables, then the player should be able to do almost everything an obtainable could do and then some. Especially since ID’s like spell cost and jump height can drastically change your play style. And like you said crafted items are meant to have more flexibility, so it seems odd that obtainables would be more flexible in this regard. Heck some obtainables like Mirror’s Edge and Running Water have Sprint Regen which was supposed to be exclusive to ingredients.
    I’m assuming that my previous changes also apply here, one of them being able to select the specific combat level, not just the range. So it would eliminate all RNG then. I’d recommend checking out my previous thread if you’re interested in some of my changes.
    ________________________________
    Huh, never thought about that. Would that effect apply to powders as well then?
     
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