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World More Item Customization

Discussion in 'General Suggestions' started by Dr Zed, Jan 4, 2020.

?

Which changes do you support?

  1. Attack Speed

    30 vote(s)
    85.7%
  2. Powder Slots

    26 vote(s)
    74.3%
  3. Combat Level

    22 vote(s)
    62.9%
  4. Name

    20 vote(s)
    57.1%
  5. Damage Range

    15 vote(s)
    42.9%
  6. None

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

    Dr Zed Famous Adventurer HERO

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    There's been a lot of debate and criticism of professions over the last couple of days. And while the argument has mostly focused on how tedious professions should be, what I think we can all agree on is that crafted items should be more customizeable. The whole system was marketed as creating your own items, but when you do craft, you realize there is quite a bit that is out of your control. So here's some of my ideas:

    Item Customization
    I'm not the first person to suggest this (See @Bart (MC) 's thread). My take on it is that you can choose between Super Slow to Super Fast attack speed on your weapon. Though if you choose anything below Slow or above Fast, the number of ingredient slots will be reduced. So at Very Fast and Very Slow, the item has 5 ingredient slots, and at Super Slow and Super Fast, the item has 4 ingredient slots. This prevents people from stacking attack speed ingredients without sacrificing other stats. The system initially sets attack speed to Normal.
    From level 1 to 20, you can only select 0 to 1 powders slots, 0 to 2 powder slots from level 21 to 40, 0 to 3 from level 41 to 60, 0 to 4 from level 61 to 80, and 0 to 5 from level 81 and beyond. For reference, the Hive Weapons have the most powder slots of any legendary weapon at 5, while Gravity and Neutrino have 5 and 6 powder slots respectively. The more powder slots you choose, the more your base damage/health is reduced. The system initially sets the number of powder slots to 0.
    Right now you can choose the combat level range of your item, but not the exact level. To make the process more controllable and exact, you can choose anywhere between the lowest level of the material grade and your crafting level. So if I was level 24 in Woodworking, I could only select combat levels 21 through 24. The system initially sets the combat level to your crafting level, and you can edit the combat level by using the arrows as before.
    This one is straight forward; you type in the name of the item like you would for a vanilla anvil. While you can use /renameitem, it's only available to VIP+ and HERO, and I think this would be more intuitive for newer players since I just learned about those commands.
    This one is the most complicated, hence why I saved it for last. Similar to how the system works right now, the grade of the material you use (1, 2, 3 stars) affects the base damage of your item. When you select a combat level, the system will calculate what the target DPS of the weapon should be. So in general, if you use 2, 1-star materials, you'll get a weapon as powerful as a rare, and if you use 2, 3-star materials, you'll get a weapon that is on par with a legendary in lower levels and a fable at higher levels (75+).

    Then the system will display the minimum and maximum damage range of the weapon in 2 separate boxes. This will depend upon the attack speed and the number of powder slots in order to match the target DPS. Right now, the difference between minimum and maximum damage values is 20% of the average base damage. This applies to all weapons, levels, material tiers, and weapon speeds btw. For example, this bow has a damage range of 485 to 593 with 2, 3-star ingredients. The average base damage is 539, and the difference between the range is 108. So (108 / 539) * 100 = 20%. This is the standard for how it will calculate the difference between the two base damage values after taking into account the attack speed and number of powder slots.

    The player can then modify only the minimum damage value. Specifically, for every 1% increase or decrease in the minimum damage value, the target DPS decreases or increases by 0.25% respectively. If the player enters a smaller value, the maximum value will increase up til a certain point and the target DPS increases at most to 125% of the original DPS. If the player enters a larger value, the maximum value will decrease until it matches the minimum value (i.e. having a difference of 0) and the target DPS decreases up to 75% of the original DPS. If you enter too high of a number (like a 1000), it will automatically scale it back to where the minimum and the maximum value are equal and the DPS will be 75% of the original DPS.

    It's the same case when you apply powders as ingredients to your weapons. Like the current system, it determines the base damage range for each elemental damage (same 20% rule as before) after applying a powder and applies the 75%-125% DPS rule if you make any changes to the minimum value.

    So a level 11 bow made with 3 star materials and 1 powder slot at normal attack speed would have a DPS of 72. Crackshot and Witherhead's Bow are both level 11 legendary bows with 76 and 70 DPS respectively. And right now, a crafted bow between level 10-13 made with 3 star materials and normal attack speed nets you a DPS of 73. This is the target DPS we will use for balancing attack speeds, powder slots, and the damage range. So if the minimum damage value is 0, the maximum damage value is 90 (roughly 125% of the target DPS). On the opposite end, if the difference between the minimum and the maximum is 0, then the system will scale back both values to 27 so that the DPS will be 55 (about 75% of the target DPS). This way it discourages players from making weapons with guarantee DPS while allowing players to experiment with different damage ranges.

    So let me know what you think! Especially about the controlling the damage range and the attack speed. I deleted the old thread btw because I couldn’t edit the poll, and I wanted to focus only on item customization.
     
    Last edited: Jul 8, 2020
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  2. DashSmashing

    DashSmashing The Real DashSmashing VIP

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    Isn’t the renaming feature only for Heros?

    The level control:
    When you craft at the moment you unlock a new level range every few levels. If you are able to control the exact level of the item you craft, I assume you can choose up to your own crafting level. This means if you level up when crafting a batch of items, you would need to close the menu and restart crafting that item again, to get the best xp rate. Just a small annoyance but it could still work.

    The powder slots:
    I think the base damage reduction per slot could work. One thing that struck me was that the base damage of crafted weapons is always neutral, you can't pick elemental. Shouldn't there be ingredients, for example, that converts a percentage of the neutral damage into whichever elemental damage, similar to powders, but while crafting the item.

    E.g. Fresh Water ingredient gives 1 - 3% water damage. This ingredient should also convert 10 - 30% neutral to water damage, for example. Then you could stack these up to 180% water damage in theory, and it shouldn't be limited to 100% of the base damage. Now there's no neutral damage left and this is a pure water damage weapon. You can’t easily do that to crafted items with powders only.

    This is mainly a small change / addition to ingredients than a modification of the powder system. The powder slots would be kept.

    The damage range:
    It is an interesting thought experiment but in reality the system would complicate crafting more than it needs to be. Obviously the simplicity can be frustrating but having too much control over all the stats is also tiring and possibly frustrating. If you know that mathematically you could achieve this highest DPS with that minimum damage input, the randomness of crafting weapon disappears and it’s just engineering at that point (which is fun but also looooong). Leaving it as this random system leaves me to just enjoy the game without worrying too much that I haven't been optimal with crafting these items. This goes for attack speed as well.

    Cool thread though! I need to check out your other stuff.
     
    Last edited: Jan 4, 2020
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  3. btdmaster

    btdmaster Famous Adventurer VIP Item Team

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    You can use powders as ingredients btw
    But actually that's a good idea there should be ingredients that do that too imo
    Also, you don't actually have to exit the menu to up your level of the thing you're creating, you can just hit the up arrow thingy and even tho it has the red thing acting like you can't it'll still work. So no annoyance if they just add more levels instead of level ranges, it can still work the same with more options
     
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  4. Dr Zed

    Dr Zed Famous Adventurer HERO

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    Oh, I didn't check that out. According to the website store, /rename is for VIP+ and HERO and /relore is only for HERO. My suggestion only touches upon the name though, not the lore. I guess adding lore would be cool too, but idk how you could implement it without clogging up the GUI since the lore of an item is pretty wordy.
    I thought you could do this already by adding powders as ingredients. I haven't ever used powders as ingredients though, so I'll have to look into the numbers there.
    I see where you are coming from. Salted even said that he thinks crafting is a bit complex already. Though the key is that the system automatically sets the stats when you input your materials in. So all you have to create a weapon is put your materials in and just click craft, and that's it like the current system. It wouldn't be so simple if you had to enter your attack speed, number of powder slots, the min and max of the damage range, etc. BEFORE you could craft your item, and the system didn't give initial values for the damage range. However, I was thinking about displaying your DPS at the top right corner of the crafting GUI (or the percentage of the target DPS). That way players could understand the damage trade-off and experiment without having to stop and use external sources like the forums or wynndata.

    I'd say attack speed being random though is more significant. Bart (MC) summed up the reasons well:
    So as long as the GUI is well-organized and the system automatically sets the initial values for the stats, I think most players will be fine.
    ________________________________
    Basically what btdmaster said. I don't want to touch upon ingredients too much because I'm still not too familiar with them and I'm afraid I might make unbalanced ones. Plus I need to experiment with powders as ingredients a bit more.
    ________________________________
    I'll edit the post to clarify how the system initially sets values too.
     
    Last edited: Jan 4, 2020
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  5. NagisaStreams

    NagisaStreams Sertified idiot CHAMPION

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    Is it true that specific ids will give names (not always but more than often such as lifesteal giving like 'vampire')? I've heard that but never tested

    also I don't do much crafted but damage range with powders? id love a 1-1000 dmg but its all powders and it has literally no ids just powders
     
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  6. Dr Zed

    Dr Zed Famous Adventurer HERO

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    I don't think so.

    Do you mean that if you add enough powders as ingredients you'll do full elemental damage of that powder?
     
  7. NagisaStreams

    NagisaStreams Sertified idiot CHAMPION

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    Not sure what you mean, I mean like basically freedom but it has no bonuses
     
  8. Dr Zed

    Dr Zed Famous Adventurer HERO

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    I mean you could just use 5 different powders as ingredients or set the number of powder slots to 5 and then use the powders. The damage range rule should still apply, but I’ll look into it some more.
     
  9. NagisaStreams

    NagisaStreams Sertified idiot CHAMPION

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    More like https://wynndata.tk/cr/862401062 but it actually does a lot of dmg
     
  10. btdmaster

    btdmaster Famous Adventurer VIP Item Team

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  11. DashSmashing

    DashSmashing The Real DashSmashing VIP

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    Remember when crafting was first announced and they said we could craft mythical items or better. And this is where we are with crafting right now. Some derpy, off-brand freedom.
     
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  12. Dr Zed

    Dr Zed Famous Adventurer HERO

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    So you would want to edit the damage range for each elemental damage, correct? If so, I'll edit the suggestion.
     
  13. NagisaStreams

    NagisaStreams Sertified idiot CHAMPION

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    Honestly I don't know what I want, I just making wierd things
     
  14. Dr Zed

    Dr Zed Famous Adventurer HERO

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    This was the best I could do to craft a Freedom:
    https://wynndata.tk/s/8cus79
    Freedom out damages it by 624 DPS, costs 1 less skill point, and has more and overall better stats... All WITHOUT powders on Freedom btw. Yeah, I have no idea how they thought crafted items could keep up with mythics. Especially considering we didn't get higher level materials until THIS update and that effectiveness degrades over time with crafted items...
     
  15. btdmaster

    btdmaster Famous Adventurer VIP Item Team

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    First of all, crafting can't replicate gimmicks very well. This rules out several mythics straight-up (warp, divzer, toxo etc). Second, freedom is also an exception in the category that rainbow weapons are very hard to make as well, because you can only get conversion when using powders so it doesn't allow for other things, eg more spell, melee, health whatever so we have to rely on powder slots. Third, woodworking kinda sucks imo the ingredients aren't the best as well as freedom just got a buff, so this actually wouldn't be too far off old freedom either. However, the power of a crafted rainbow set to with this weapon would outdamage freedom by a lot, I'll make one as soon as I finish writing this.
    tldr gimmicks can't be crafted, crafted weapons slightly suck and crafted armor helps weapons reach mythic power level
     
    Last edited: Jan 6, 2020
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  16. btdmaster

    btdmaster Famous Adventurer VIP Item Team

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    Ok so best I could do for right now is https://wynndata.tk/s/ex45nu, it's pretty glassy and the dura on some things is only about 100. Main problem here is there's 0 ingredients for rainbow % in tailoring, which inhibits a LOT of dps. Sucks... Also sp crafted armor not affecting sp reqs sucks but hey whatever
    Also also mind you this build has 1/4 mr and 5 Mana bombs. Pretty garbo
    more rainbow options PLS for tailoring, and more good ingredients on woodworking are needed overall.
    I'm not the best at crafting though
     
    Last edited: Jan 6, 2020
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  17. Dr Zed

    Dr Zed Famous Adventurer HERO

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    Do you think my changes then would allow it to match Freedom then better? Or just gimmicky items like Fatal in general?
    That's what I noticed too. I find it EXTREMELY annoying that you can't sort and search ingredients by profession, stars, and stats on wynndata. The closest you can is by ctrl + F, but even then you can get too many results.

    Really? Why doesn't the skill point bonuses of armor don't affect sp requirements? That's like half the point of skill points...
     
  18. ParkourTNT

    ParkourTNT Wynncraft has houses in the 1.20 update :D HERO

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    I'm pretty sure you can do all of that on wynndata, you can search in items for everything.
     
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  19. Dr Zed

    Dr Zed Famous Adventurer HERO

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    Oh, thanks!
     
  20. btdmaster

    btdmaster Famous Adventurer VIP Item Team

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    I think because crafted items decay(become less effective as they lose dura) it would ruin your build after a while of use
     
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