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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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    I would say then that’s one more reason why they should remove effectiveness degrading with durability. People might say it would make crafted items too OP, but crafted items are inherently harder to obtain no matter how much you buff their stats. Plus given how bad their stats and market is compared to regular items, they could use a buff or two. I think I’ll add it to the suggestion.
     
  2. DashSmashing

    DashSmashing The Real DashSmashing VIP

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    The blacksmiths in Wynn have never been balanced in my opinion. The safest way to make money after loot running, through the blacksmith, is by selling regular items. If you get any item unique or rarer the cost of identification can be higher than the item buyer price, so you end up losing money on average.

    Aside from this stupid system, the scrap amount of each item is also unbalanced. The best way to scrap right now that I know of is buying and scrapping regular items, getting like a scrap for 3 emeralds. The scrap amount should instead be calculated from item buyer value and the tier of the item.

    If high level legendaries would give significantly more scraps it would make more sense. Surely a level 90+ legendary is worth more than 4x a low level crafted item (11 scraps Vs 3 scraps). The scraps per emerald should be a lot higher for legendaries compared to unique items but I don't think it is.
     
    Last edited: Jan 9, 2020
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  3. Dr Zed

    Dr Zed Famous Adventurer HERO

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    Minecraft:
    Time for a bump
     
  4. Dr Zed

    Dr Zed Famous Adventurer HERO

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    So I guess adding powders as ingredients are bugged right now, so idk if I should address that or not.
     
  5. Dr Zed

    Dr Zed Famous Adventurer HERO

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    Bumperino, cappuccino
     
  6. Asthae

    Asthae ... HERO

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    What
     
  7. btdmaster

    btdmaster Famous Adventurer VIP Item Team

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    Hm?
     
  8. Dr Zed

    Dr Zed Famous Adventurer HERO

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    I meant that it seems very hard to emulate most mythics. Damage wise it seems to be yes though, especially after someone soloed the Eye in 2 minutes and 30 seconds with a crafted water bow.
     
  9. btdmaster

    btdmaster Famous Adventurer VIP Item Team

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    The main problem is crafting just can't replicate gimmicks and a decent amount of mythics have a gimmick, small or large. Damage range is super easy, slap 3 VIs and whatever spell or melee ingredients you want and bam ez mythic dmg.
     
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  10. Dr Zed

    Dr Zed Famous Adventurer HERO

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    Bumping this
     
  11. WithTheFish

    WithTheFish Internet Macrocelebrity CHAMPION

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    Thread unlocked on OP's request!
     
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  12. Dr Zed

    Dr Zed Famous Adventurer HERO

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    https://wynndata.tk/ci/239803953

    I was experimenting with my changes to see if I could recreate a Fatal and this is about as good as I could get it. Wynndata says that it doesn't calculate the damage accurately using powders as ingredients, so I treated them as if they converted the percentage of the initial damage to elemental damage no matter how many powders you used. Either way it doesn't affect the average damage significantly (it only made a difference of 1). So that way if you used 4 or more thunder IV powders, you'll convert 100% of the neutral damage to thunder damage.

    I put 3, Tier VI Thunder powders on both on them and calculated their damage. Damage-wise, my replica knocks Fatal out of the park. However, the IDs on my replica are just pathetic compared to the real Fatal. While having 66.6% more melee damage and 8k more Meteor damage is appealing, keep in mind that you only have 85-95 durability and as it degrades, so too does your damage. Which was the only advantage it had. Not too mention that it requires 69 more skill points!

    So I think another problem that needs to be addressed is balancing ingredients and durability and item degrading. Maybe if crafted items didn't lose their effectiveness as they degraded it wouldn't be that bad, but it's still underwhelming.

    What do you all think about it?
     
  13. Dr Zed

    Dr Zed Famous Adventurer HERO

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    A bump here, a bump there, a bump everywhere
     
  14. Dr Zed

    Dr Zed Famous Adventurer HERO

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    Bumping this again
     
  15. creature

    creature Uncorrupt, so possibly serving Dern VIP

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    It's about damn time I say what I think about all of this.

    I'm absolutely on board for choosing fast/normal/slow attack speed.

    I think it'd be very difficult to correctly balance around 5 and 4 slots and for people who want faster or slower attack speeds on their weapons, they can use crafting ingredients in a slot to do so. Adding a simple + and - attack speed bonus ingredient with nothing extra would essentialy accomplish the same with less worries about super fast wands with higher base dmg from powders or things like that. So I think that that's a better solution.
    This would make the system more complex for something that isn't very pressing. I also think that allowing people to get higher neutral damage for no powder slots will make people think 'free damage' for everything other than an endgame weapon.

    An ingredient that adds powder slots would be pretty cool.
    Basically no downside, doesn't even have to make crafting more complex. It just adds a click for a higher level every now and then. For much, much wanted consistency. Hard yes.
    Naming your item is pretty cool, but it's already a feature for ranked people and although I'd like it if I could do it, it's an incentive to buy ranks and this server can use the money.

    I don't see a good way to do damage ranges without it clunking up the interface and the complexity of crafting but I like it in theory.

    Getting consistent DPS would, with the 75/125% rule give you less DPS than the minimum DPS from the crafted weapon would otherwise be.
    Consistantly being guaranteed to be worse isn't something people want. I also think that people don't mind wide ranges all that much since in boss battles you'll be hitting hundreds of times anyways. So the damage boost for inconsistency seems a bit high.

    This could work with modifying the max damage instead, having the minimum damage go up about 0.25% of minimum damagefor every 1% of DPS the max damagegoes down. Making them meet at slightly less than 90% of the normal DPS.

    and having the minimum damage go down 0.95% of the base minimum damage for every 1% of the base maximum damage you go up could work. The maximum damage would be unable to go beyond where there is 0 minimum damage.

    For the crafted bow you gave, assuming it has 32-39 base damage. (Which is what gives the 73 DPS, appearantly wynndata uses the max rolls for crafted items.)

    This would allow the 32-39 to go up to 0-81, increasing the DPS to 83 if we decrease consistency. Which is a little more than 13% added DPS.

    Which I think is a better number than 25% since people don't really mind the disperity between damage because the only really challenging mobs in the game require more than one hit. It's also more similair to how items are balanced in game, each class has a mythic that's less consistent than the others and the only one where that one has the best DPS is cataclysm, it's most often got the second highest DPS.

    (Collapse is more consistent than thundacrack when you do the math calculating all damage seperately I think.)
     
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  16. Dr Zed

    Dr Zed Famous Adventurer HERO

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    Wait, so your base damage is randomly picked from the range too? I thought it was determined by your attack speed? So a slow attack speed would give you the max base damage while fast would give you the min base damage.
     
  17. creature

    creature Uncorrupt, so possibly serving Dern VIP

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    These talks we've been having have made me aware of how getting a perfect crafted weapon might be more difficult than a perfect mythic.

    upload_2020-7-19_18-36-31.png
    This is the damage range that gets picked from at normal attack speed.

    upload_2020-7-19_18-37-9.png
    This is the damage range that gets picked from at slow attack speed.

    Note that it's formatted like this:
    [min dmg] - [max dmg] --> [min dmg] - max dmg]
    and not like this:
    [min dmg] - [min dmg] --> [max dmg] - [max dmg]

    Which means that the difference between max and minimal damage is only 4 for minimal and 6 or 7 for maximum damage. Numbers that low don't really impact the game after lvl 10. So that doesn't really matter.

    It's not like you can end up with the same damage for slow and fast attack speed.


    In case you're wondering wether slow, normal or fast is better DPS-wise, the damages the weapons do are so tightly balanced around eachother that without powders there's a very small difference DPS between slow, normal and fast attack speed. Slow being the best before normal, which is better than fast. Whilst after you apply powders, fast is just barely better than normal, which is just barely better than slow.

    We're talking a melee DPS difference of at most 20 using TVI thunder powders here. That DPS differential doesn't really matter.
    Yes to both being randomly picked and to being determined by attack speed. But the damage roll is so insignificant that it barely matters.
     
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  18. Dr Zed

    Dr Zed Famous Adventurer HERO

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    Thanks! Can we just get rid of this RNG too since it makes it more complicated to calculate what your damage should be? Especially since Wynndata’s damages are off.
    ________________________________
    Plus like you said with so much RNG it’s more difficult to get a perfect weapon than an obtainable, which is a bit off since craftables are supposed to be about customization and getting what you want.

    I guess that’s why they wanted people to craft multiple items of the same one, but that’s still a dumb idea because of how tedious and grindy it is, and you can’t just make as many weapons out of tier 1 materials as you can with tier 3 materials without spending way more money.
    ________________________________
    I mean if it doesn’t make that much of a difference damage-wise, why make the process more complicated?
     
    Last edited: Jul 19, 2020
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