> I don't know who really will use the wondrous bazaar to buy gold if the AH has a better return which it probably will.
If they sell it in the WB, it will cap the AD sink from the AH and the only time it will be purchased from the WB will be during the sale by those with VIP. By leaving it AH only there is the potential of a greater AD sink.
I was more thinking more along the lines of just about anything sold on the AH that can be sold for gold which is just about everything. That was more my point. Just that you are likely to find much cheaper options on the AH.
Take the example of RP through the bazaar. Flawless sapphire...10000AD in WB...just over 500AD on the AH. So the RP item in the bazaar has no bearing whatsoever on the price in the AH. So I doubt the WB item for gold will be worth it in any way.
I don't see it being like the refinement marks in that the drop rates of those are rare which is why the price on the AH is set near the cost on the WB. Items that can be sold for gold are pretty much all drops. And I doubt an item for gold conversion would be all that great. Just like the sapphire isn't all that great for RP/AD.
The AH only takes 10% of the AD out of the system. 90% of the AD is just moved from one person to another. So it would not take as much AD out of the system as my plan.
If you look at the current AH and view things that use the G/S/C currency, then most of it is inflated more than what I propose. There are few exceptions and most require you to click a lot of tiny transactions to realize a better return. The most cost effective and least time consuming way on LIVE to exchange AD for Gold is Potions of Grand Healing. On the PC, you can buy 99 for 831 AD. They sell for about 12 gold. Currently on LIVE, these sell for this price because they come from the Leadership crates. So there is a huge influx of the potions due to the 2x weekend. This influx of potions is going away with M15. So the arbitrage will not exist after the next update.
If you want to stock up on Gold for the update, I would recommend buying these potions. Any price under about 1200 AD per 99 would put you ahead with the next update.
> @onodrain said: > The AH only takes 10% of the AD out of the system. 90% of the AD is just moved from one person to another. So it would not take as much AD out of the system as my plan.
True, but your plan also sets the price that they will always sell below on the AH. Thus, limiting sales to the AH unless the WB has a sale.
0
arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
Old people-assets give, in “Asset Exchange Credit”:
White: 1 Green: 2,000 Blue: 8,000 Purple: 20,000
So that means green and blue people-assets are better to have than purple ones. Is that intended? It seems like purple assets should be worth 32,000 in this scheme.
Thank you for the report about the purple artisan exchange rate, we'll look into this.
Hopefully this will be addressed in time, purple artisans should get a ton more credits. As per tools, it was a time when a mithral bezel was 500k AD...
you should ask them why old green/blue/purple peopple assets that are transformed in artisans in mod 15 arent possible to switch to green/blue/purple artisans
> The AH only takes 10% of the AD out of the system. 90% of the AD is just moved from one person to another. So it would not take as much AD out of the system as my plan.
True, but your plan also sets the price that they will always sell below on the AH. Thus, limiting sales to the AH unless the WB has a sale.
Never underestimate the ignorance of people. If a gold ingot sold for 200 AD on the AH, some people would buy it. Even if they could get 1 gold for 150 or 113 or 90 AD from the WB. It always amazed me that I could buy an Epic Glorious Resurgent Mount pack off the AH for 300k, select the Griffon/Snail/Gorgon/etc, and sell it for about 400k, making about 50k AD per flip.
I'm doing another push on advancing Masterwork skills on my main. Here are some thoughts I have:
The reliance on pure RNG is really oppressive. For instance, just now I tried making Vermilion Fabric Dye. I have a 75% success chance (yes, I have a mythic Forgehammer) and failed four times in a row. I get that it's a function of the random number generator; you're feeding it (most likely) a 32-bit seed value based on some criteria (time/character position/mouse position/previous result) or some combination of criteria. I hope it gets re-seeded after each and every attempt. At any rate, the tyranny of the random number generator is not only oppressive and demoralizing, it also doesn't reflect real life.
I'm an engineer. When we make something in real life, what do we do? If we're responsible (as any masterwork-level artisan would be), we do our due diligence: we research the potential techniques used to not only create what we seek but also techniques to minimize risk. Often, if possible, we practice first. We might prototype a solution using fewer resources to validate the design. We might also practice iteratively for the express purpose of seeking out any gotchas. And, of course, we attempt to collaborate with -- or at the very least, learn from -- those who have done similar work before. There is, of course the famous quote:
"If I have seen further it is by standing on the shoulders of giants" -- Isaac Newton, 1675
When we attempt something and experience a failure, we don't simply roll the dice and try again. No responsible person does that -- we might perform a root cause analysis. We might perform careful tests on each intermediate step, measuring the results and comparing against what we might expect. We would employ the Scientific Method, formulating hypotheses on what could have caused the failure and devising tests specifically to test them. We might seek information from anyone who has performed similar steps before with similar materials. In short, we would consult the existing body of knowledge and attempt to formulate some sort of empirical test so we can learn why we experienced a failure. One thing we, as professionals, would most assuredly not do is simply "roll the dice" on an identical attempt.
How do you simplify and simulate this sort of thought process in a game? The success chance should slowly improve with each attempt. Further, you should be able to improve the rate at which it improves by doing some sort of research task. Maybe you go talk to sages (like Sage Bradda), spend time searching texts, talking to other artificers around the region, etc. Further, once you do start achieving success with something, the success chance should increase the more you do it: in life, the learning process doesn't end; as we become more familiar with the task, we learn or devise techniques that are (1) more reliable, (2) less time-consuming, (3) less costly, or some combination of them. An interesting dynamic could be a way to let you invest effort specifically toward improving one or more of those qualities. That is what we do in real life. The old saw is "fast, cheap, good -- pick two". Can you improve all three? Of course, just not at the same time. Generally we improve one quality, then carefully analyze it until we feel the dynamic is well-understood, then improve another quality.
When you stop performing a particular Masterwork task for an extended period of time, you should become "rusty", reflected in a slight worsening of the success chance. It should not revert back to the base chance, since any professional -- especially a master -- would be expected to take detailed notes on techniques and everything learned as those techniques were learned and modified. By the same token, the more often you perform a task in a given period of time, it should become "old-hat"/"mental muscle-memory" such that it becomes second-nature. This should improve your success chances as long as you don't let it atrophy such that you become "rusty".
[Removed my extra rant on the RNG as it's not covering any new ground. Besides, I'm fighting a cold and I'm decidedly grumpy. I don't want the main thrust of the post to get sidetracked.]
Oh some very good INFORMATION.
I think quite a few of us would likely AGREE - though you've laid out a very good post!
Several of us have stated we'd like to see Proficiency & Focus be a little higher, I still think they need to boost some tools a bit more.
Two of us: @onodrain & I, are two who have mentioned that... ...where we differ (slightly) is just how that might be done. I think he would like to see Proficiency & Focus of Artisans extended beyond the 330-400 to 325-425 though I can't be certain. ...I'm concerned doing that would push more artisan into, a slower speed modifier, or even higher commissions. But to be fair maybe not, because only likely a small percentage of Artisan's 5-10%, might extend beyond that? I'd just worry a gain to proficiency &/or focus, might result in raising of one, while lowering of the other, or raise Commission, and slow Speed.
So my thought was perhaps extend Well-Worn tools from +370 cause I think that's what Adamantine Tools +1 offer at +370; and you can have several of them at once! So why not give Well-Worn tools at least +375 since you can only have 1 of them at most. Perhaps then extend the Mastercraft II tools to +385 for each!
Realize you won't get more than one Mastercraft tool until Mastercraft IV unless something changed, and only then can you consider even buy more Mastercraft tools. So they need to increase focus & proficiency on a few tools a little bit more!
Though at Mastercraft II you would likely still rely on Gond Tools, or hopeful a few more Legendary Tools will be possible, possibly earnable in Professional Packs if they still exist for Tools only?
The one thing no one thought to ask: What is Premium Artisan Recruitment?
I assume those give a Rare &/or Epic Artisan's... …yet down-the-road could they even be Legendary?
Will we see Epic &/or Legendary tools in Professional Packs or will they even be available?
╘ I think the only thing I've seen is Artisan's / Professionals won't be in Lockboxes.
I suspect those are two possibilities perhaps others, yet we'll have to wait for GO LIVE to discover.
Just for clarification, all current MC items on live will have a update to their stats and GS once m15 goes live? It won't be the case where the pieces do get an upgrade however only on new crafted pieces when mod drops?
Bug that has not been fixed in version NW.105.20181008a.4
In Armorsmithing: Titansteel Executioner Brace +1, Titansteel Executioner Coif +1 and Titansteel Raid Greaves +1 is not exist or cannot referable.
In Blacksmithing: Mythral Scythe's material is incorrect (it is required Steel Ingot now, probably Mithral Ingot's mistake).
In Leatherworking: Hunter Ranger's Manticore Duelist +1 is not exist or cannot referable.
In Tailoring: Manticore Executioner Armlets +1 is not exist or cannot referable. Shimmerweave Thread +1 is not exist or cannot referable (Selecting "Inspect Quality Result" shows Shimmerweave Thread).
General: Name of Silverspruce Sash below rank 15 (uncommon) is "Silverspruce Belt". Mithral Alchemy tools are still replaced by junk rank. Many Profession resources are not replaced. Basic Alchemical Knowledge, Residuum, Local Map, District Map, Mining Claim, Mark of Gratitude, Wand of Detect Demons, Arcane Crystal, Eldritch Crystal, Arcane Shard, Dragon Egg, Elemental Air, Elemental Water, Elemental Fire, Elemental Earth, Bag of Gems, Bag of Jewels, Bag of Crystals, Primordial Goo, Elemental Aggregate, Unified Elements, Dark Clover, Desert Rose, Symbol of Moradin, Fundamental Lightning, Symbol of Tempus, Fundamental Fire, Fundamental Earth, Fundamental Ice, Witchwood, Brightleaf and Black Ice Shaping resources
0
mrvincent1959Member, NW M9 PlaytestPosts: 740Arc User
Waiting on patch notes, but I see kits are in professions. Those inputs...hmmm. lol.. I need to see the patch notes on this. I don't see Unified Elements, Dragon Eggs etc as inputs... need to keep looking.
Today, by accident,I did interesting experiment. Although I am not impressed by its consequences. The bad news is: devs adapted percent values to the Cryptic's "higher math" scheme ... 15 times out of 100, according to this scheme, much too much for 15% chance of activating the artisan's special skill.. But 10 times is ok. So we have 10. OK. It follows from this that artisan with 5% chance to "dab hand" can be released, because it probably will not work NEVER.
The same artisan, the same working conditions, the same number of attempts.
This was the result before today's patch:
And that's how it looks right after.
Of course, the bug causing the slot for the artisan and the tool to be empty, after each use was not fixed. Because what for? And we are also still buying items after 1 piece.
We already have Armor Reiforcement Kit available. Loool: D I rightly suspected that something with them would be "wrong"
Good job!
Better to feed the troll than listen to the idiot .
Waiting on patch notes, but I see kits are in professions. Those inputs...hmmm. lol.. I need to see the patch notes on this. I don't see Unified Elements, Dragon Eggs etc as inputs... need to keep looking.
ya I saw those...and gold crates in alchemy and AD crates in gathering
Uncommon and Rare kits are missing though
I figured they were removing the dragon eggs and unified elements...now you are more dependent on other craft professions and more AD
Guess I need to use up all of those eggs and elements I just never bothered to use...or sell them on AH
I just realized the commission for the kits is AD so it gets affected by the commission multiplier....will definitely have to work on getting the lower commission guys for those
2
mrvincent1959Member, NW M9 PlaytestPosts: 740Arc User
Both my Artisans have 0% commission so I couldnt test it, but the +1 Power Kit is still only 200 Power so I a little confused. I was assuming the +1 would be more. The +1 of the Power Potions I made were 1200 instead of 1000 btw which was expected.
twitch.tv/kaligold
0
mrvincent1959Member, NW M9 PlaytestPosts: 740Arc User
Well, I made that Power kit WITHOUT any Unified Elements or Dragon eggs btw. wowoow
Major Actrion Point Jewel.+1 I dont know if it's worth trying at all.
Better to feed the troll than listen to the idiot .
3
mrvincent1959Member, NW M9 PlaytestPosts: 740Arc User
All the Elemental Elements still show their old tooltips and are not in the exchange for old materials, so maybe they will be used elsewhere in the future or just haven't been dealt with yet...idk.
Bug: you can't employ / pick up any artisan. The task says: "hire artisans 5/10" but there is no such possibility. All packs with artisans are bugged again. "[Error] You do not meet the requirements for this item."
In 2 weeks, mod 15 and those HAMSTER professions drops on live. I think I'll make a few months break.
Better to feed the troll than listen to the idiot .
RETAINER: Now accepts trades for Legendary Tools from old Legendary Tools.
NOTE: They provide +550 Proficiency & +550 Focus.
So seems they did TRY to address this with tools! I'm not sure it goes far enough though? Still I'm likely only talking +5/9 at most.
The only QUESTION: is how will people likely acquire more, if required for Mastercraft now? They've said Professional Artisan Recruitment won't drop in Lockboxes.
Yet I don't think they have said anything about Tools, so may we may see Epic or Legendary Tools, via the ZEN Store or Professional Packs or either sometimes dropping Lockbox &/or ZEN Professional Packs sometimes?
@manjusriyamantak - don't get me wrong, this is the first time I've seen the new Legendary tools are offering. The is neither positive or negative reaction, just simple must investigate and spend time. I'd think most would be lucky, if they even had 1 to 3 of these older Legendary tools! Though I did hear one guy claim he had 6 Legendary tools for a few professions.
So the question that remains - will +150 to Proficiency & +180 to Focus for Legendary tools be enough; or will they require to extend Mastercraft II tools with a bit more P&F as well in addition to other tools.
+550 P&F at Legendaryor +400 P&F (max) for an Artisan currently.
So I'm more curious will they provide new ways to earn these Legendary tools.
Cause if someone wants into Mastercraft, especially once they get past Mastercraft II-III, they are going to want Legendary tools, it's also too bad we couldn't send Adventurer's to gather our Guild Explorer's Map's even if it took an 30m-2h's to run one depending on the Artisan's skills, in addition to any you farm yourself!
NOTE: These are but some of the tools in the new system that are available. I still think they may need to consider revising some tools a little or a lot higher for proficiency & focus...
Seems there were however some slight changes to at least Mastercraft tools:
Adamantine +1 tools: provides +370 P&F. ╘ You can acquire in fact several of them!
Well-Worn Mastercraft I tools: provides +370 P&F - I'd suggest +375. ╘ You get but 1 - should provide more than a Adamantine +1!
Mastercraft II tools: now provide +400P & +375F ╘ This should likely be +405 P & +380/385 F?
Mastercraft V tools: now provide +500/525 P&F ╘ Depending if +1 or not. Thx @manjusriyamantak for that. Likely should be +525/550 P&F.
Legendary tools: provide +550 to P&F ╘ Can get many - Previously were extremely rare - Perhaps 575?
Mythic Gond tool: provide +600 to P&F. ╘ Can get but 1 - to use at a time. Should this be higher still +625?
Oh my bad @manjusriyamantak you caught me having a temporary brainfluff! Thankfully those don't have any sulfur like smell, like an Orge's breath often smells like...
I know very well the preview system is only a single Artisan & Tool! I was responding to something about LIVE, when I posted began to draft a note on preview, then as I switched back I forget to switch to preview mode with single tool. So I've since *edited* to correct it. I also added 1-2 sets of information above, as I try to ensure everything is kept up-to-date, and always correcting grammatical errors/typos.
I've already previously suggested some tools may need to receive some additional Proficiency & Focus. I did notice they increased the Mastercraft II tool, from +375 P&F to now offering +25 Proficiency, so it's a combined +400 Proficiency & +375 Focus.
Perhaps they are still revising a few more over the next 1, 2, or 3 builds. Realize were still not at the end-state yet!
I also think they should improve the Well-Worn Mastercraft tools to offering more than what a Admantine Tool +1 offers, given you only get 1 of them, yet can have several of the Adamantine +1 tools. They should likely also consider slightly buffing Mastercraft II tools slightly more! Possibly others as well as I've already talked about, yet most changes I've suggested are +5 to +25 often at most.
Just out of curiosity do you think +575 or higher yet for Legendary, and what if Gond gave +625 what would your reaction be?
Try to be patient - they may still be revising more Tools - over the last 2 weeks!
Just a comment about our legendary assets: The price of our old ones will plummet now (and sadly I have 6 of them still): We can now trade them to a legendary bar which we can trade to a new legendary asset of our choice. As said it will have 550 in both skills, which isnt impressive at all, but worse is that it will now be character bound.
BUG: Philosofers stone didnt trade for a bar.
I did trade in mortars, 1 to 1, I wonder if any with crucible or needle could test if they also only trade 1 to 1? If you can get say 3 to 1, it would make up some of your loss I guess.
I don't have any old legendary tool, but if I did I would be very concerned because, as far as I know, the old legendary tools are unbound but when you exchange them for the new ones they will be bound to character on pick up.
By the way, I just tested 10% Miracle Worked building 1000 items (yeah, click fest) and I got 107 activations, so it seems RNG is fine. Obviously there were batches (25 tries) of zero activations and batches of 6 activations, but on the long run numbers stabilize as expected.
I'm doing another push on advancing Masterwork skills on my main. Here are some thoughts I have:
The reliance on pure RNG is really oppressive. For instance, just now I tried making Vermilion Fabric Dye. I have a 75% success chance (yes, I have a mythic Forgehammer) and failed four times in a row. I get that it's a function of the random number generator; you're feeding it (most likely) a 32-bit seed value based on some criteria (time/character position/mouse position/previous result) or some combination of criteria. I hope it gets re-seeded after each and every attempt. At any rate, the tyranny of the random number generator is not only oppressive and demoralizing, it also doesn't reflect real life.
I'm an engineer. When we make something in real life, what do we do? If we're responsible (as any masterwork-level artisan would be), we do our due diligence: we research the potential techniques used to not only create what we seek but also techniques to minimize risk. Often, if possible, we practice first. We might prototype a solution using fewer resources to validate the design. We might also practice iteratively for the express purpose of seeking out any gotchas. And, of course, we attempt to collaborate with -- or at the very least, learn from -- those who have done similar work before. There is, of course the famous quote:
"If I have seen further it is by standing on the shoulders of giants" -- Isaac Newton, 1675
When we attempt something and experience a failure, we don't simply roll the dice and try again. No responsible person does that -- we might perform a root cause analysis. We might perform careful tests on each intermediate step, measuring the results and comparing against what we might expect. We would employ the Scientific Method, formulating hypotheses on what could have caused the failure and devising tests specifically to test them. We might seek information from anyone who has performed similar steps before with similar materials. In short, we would consult the existing body of knowledge and attempt to formulate some sort of empirical test so we can learn why we experienced a failure. One thing we, as professionals, would most assuredly not do is simply "roll the dice" on an identical attempt.
How do you simplify and simulate this sort of thought process in a game? The success chance should slowly improve with each attempt. Further, you should be able to improve the rate at which it improves by doing some sort of research task. Maybe you go talk to sages (like Sage Bradda), spend time searching texts, talking to other artificers around the region, etc. Further, once you do start achieving success with something, the success chance should increase the more you do it: in life, the learning process doesn't end; as we become more familiar with the task, we learn or devise techniques that are (1) more reliable, (2) less time-consuming, (3) less costly, or some combination of them. An interesting dynamic could be a way to let you invest effort specifically toward improving one or more of those qualities. That is what we do in real life. The old saw is "fast, cheap, good -- pick two". Can you improve all three? Of course, just not at the same time. Generally we improve one quality, then carefully analyze it until we feel the dynamic is well-understood, then improve another quality.
When you stop performing a particular Masterwork task for an extended period of time, you should become "rusty", reflected in a slight worsening of the success chance. It should not revert back to the base chance, since any professional -- especially a master -- would be expected to take detailed notes on techniques and everything learned as those techniques were learned and modified. By the same token, the more often you perform a task in a given period of time, it should become "old-hat"/"mental muscle-memory" such that it becomes second-nature. This should improve your success chances as long as you don't let it atrophy such that you become "rusty".
[Removed my extra rant on the RNG as it's not covering any new ground. Besides, I'm fighting a cold and I'm decidedly grumpy. I don't want the main thrust of the post to get sidetracked.]
You're almost describing the old Runequest/Call of Cthulhu skill advancement system.
All skills were based on a percentage chance of success.
Say, Eric the Druid's "Plant Lore" has a 43% chance and during a game session the player uses that skill and rolls 36. SUCCESS!!! They put a little tick next to the skill and at the end of the adventure they have a chance to learn from their success.
The chance to improve is based on the skill value, but is inverted... Basically, instead of rolling equal to or under your skill level to increase it, you have to roll ABOVE. So Eric, with 43% Plant Lore, has to roll 44 or above to increase it.
Its a simple system and means that the better someone gets, the harder it is to learn more, but there's always a chance. Or of course cap out at 95% which was always our house rule in both systems. Which is basically the "always fail on a 1" that should always apply in D&D.
Comments
Take the example of RP through the bazaar. Flawless sapphire...10000AD in WB...just over 500AD on the AH. So the RP item in the bazaar has no bearing whatsoever on the price in the AH. So I doubt the WB item for gold will be worth it in any way.
I don't see it being like the refinement marks in that the drop rates of those are rare which is why the price on the AH is set near the cost on the WB. Items that can be sold for gold are pretty much all drops. And I doubt an item for gold conversion would be all that great. Just like the sapphire isn't all that great for RP/AD.
If you look at the current AH and view things that use the G/S/C currency, then most of it is inflated more than what I propose. There are few exceptions and most require you to click a lot of tiny transactions to realize a better return. The most cost effective and least time consuming way on LIVE to exchange AD for Gold is Potions of Grand Healing. On the PC, you can buy 99 for 831 AD. They sell for about 12 gold. Currently on LIVE, these sell for this price because they come from the Leadership crates. So there is a huge influx of the potions due to the 2x weekend. This influx of potions is going away with M15. So the arbitrage will not exist after the next update.
If you want to stock up on Gold for the update, I would recommend buying these potions. Any price under about 1200 AD per 99 would put you ahead with the next update.
> The AH only takes 10% of the AD out of the system. 90% of the AD is just moved from one person to another. So it would not take as much AD out of the system as my plan.
True, but your plan also sets the price that they will always sell below on the AH. Thus, limiting sales to the AH unless the WB has a sale.
I think quite a few of us would likely AGREE - though you've laid out a very good post!
Several of us have stated we'd like to see Proficiency & Focus be a little higher, I still think they need to boost some tools a bit more.
Two of us: @onodrain & I, are two who have mentioned that... ...where we differ (slightly) is just how that might be done. I think he would like to see Proficiency & Focus of Artisans extended beyond the 330-400 to 325-425 though I can't be certain. ...I'm concerned doing that would push more artisan into, a slower speed modifier, or even higher commissions. But to be fair maybe not, because only likely a small percentage of Artisan's 5-10%, might extend beyond that? I'd just worry a gain to proficiency &/or focus, might result in raising of one, while lowering of the other, or raise Commission, and slow Speed.
So my thought was perhaps extend Well-Worn tools from +370 cause I think that's what Adamantine Tools +1 offer at +370; and you can have several of them at once! So why not give Well-Worn tools at least +375 since you can only have 1 of them at most. Perhaps then extend the Mastercraft II tools to +385 for each!
Realize you won't get more than one Mastercraft tool until Mastercraft IV unless something changed, and only then can you consider even buy more Mastercraft tools. So they need to increase focus & proficiency on a few tools a little bit more!
Though at Mastercraft II you would likely still rely on Gond Tools, or hopeful a few more Legendary Tools will be possible, possibly earnable in Professional Packs if they still exist for Tools only?
The one thing no one thought to ask: What is Premium Artisan Recruitment?
- I assume those give a Rare &/or Epic Artisan's... …yet down-the-road could they even be Legendary?
- Will we see Epic &/or Legendary tools in Professional Packs or will they even be available?
- ╘ I think the only thing I've seen is Artisan's / Professionals won't be in Lockboxes.
- I suspect those are two possibilities perhaps others, yet we'll have to wait for GO LIVE to discover.
Still some unanswered questions remain.In Armorsmithing:
Titansteel Executioner Brace +1, Titansteel Executioner Coif +1 and Titansteel Raid Greaves +1 is not exist or cannot referable.
In Blacksmithing:
Mythral Scythe's material is incorrect (it is required Steel Ingot now, probably Mithral Ingot's mistake).
In Leatherworking:
Hunter Ranger's Manticore Duelist +1 is not exist or cannot referable.
In Tailoring:
Manticore Executioner Armlets +1 is not exist or cannot referable.
Shimmerweave Thread +1 is not exist or cannot referable (Selecting "Inspect Quality Result" shows Shimmerweave Thread).
General:
Name of Silverspruce Sash below rank 15 (uncommon) is "Silverspruce Belt".
Mithral Alchemy tools are still replaced by junk rank.
Many Profession resources are not replaced.
Basic Alchemical Knowledge, Residuum, Local Map, District Map, Mining Claim, Mark of Gratitude, Wand of Detect Demons, Arcane Crystal, Eldritch Crystal, Arcane Shard, Dragon Egg, Elemental Air, Elemental Water, Elemental Fire, Elemental Earth, Bag of Gems, Bag of Jewels, Bag of Crystals, Primordial Goo, Elemental Aggregate, Unified Elements, Dark Clover, Desert Rose, Symbol of Moradin, Fundamental Lightning, Symbol of Tempus, Fundamental Fire, Fundamental Earth, Fundamental Ice, Witchwood, Brightleaf and Black Ice Shaping resources
Although I am not impressed by its consequences.
The bad news is: devs adapted percent values to the Cryptic's "higher math" scheme ...
15 times out of 100, according to this scheme, much too much for 15% chance of activating the artisan's special skill.. But 10 times is ok.
So we have 10. OK. It follows from this that artisan with 5% chance to "dab hand" can be released, because it probably will not work NEVER.
The same artisan, the same working conditions, the same number of attempts.
This was the result before today's patch:
And that's how it looks right after.
Of course, the bug causing the slot for the artisan and the tool to be empty, after each use was not fixed. Because what for? And we are also still buying items after 1 piece.
We already have Armor Reiforcement Kit available. Loool: D
I rightly suspected that something with them would be "wrong"
Good job!
Uncommon and Rare kits are missing though
I figured they were removing the dragon eggs and unified elements...now you are more dependent on other craft professions and more AD
Guess I need to use up all of those eggs and elements I just never bothered to use...or sell them on AH
I dont know if it's worth trying at all.
The task says: "hire artisans 5/10" but there is no such possibility. All packs with artisans are bugged again. "[Error] You do not meet the requirements for this item."
In 2 weeks, mod 15 and those HAMSTER professions drops on live.
I think I'll make a few months break.
NOTE: They provide +550 Proficiency & +550 Focus.
So seems they did TRY to address this with tools! I'm not sure it goes far enough though? Still I'm likely only talking +5/9 at most.
The only QUESTION: is how will people likely acquire more, if required for Mastercraft now? They've said Professional Artisan Recruitment won't drop in Lockboxes.
Yet I don't think they have said anything about Tools, so may we may see Epic or Legendary Tools, via the ZEN Store or Professional Packs or either sometimes dropping Lockbox &/or ZEN Professional Packs sometimes?
Guess we have to wait and see...
So the question that remains - will +150 to Proficiency & +180 to Focus for Legendary tools be enough; or will they require to extend Mastercraft II tools with a bit more P&F as well in addition to other tools.
+550 P&F at Legendaryor +400 P&F (max) for an Artisan currently.
So I'm more curious will they provide new ways to earn these Legendary tools.
Cause if someone wants into Mastercraft, especially once they get past Mastercraft II-III, they are going to want Legendary tools, it's also too bad we couldn't send Adventurer's to gather our Guild Explorer's Map's even if it took an 30m-2h's to run one depending on the Artisan's skills, in addition to any you farm yourself!
NOTE: These are but some of the tools in the new system that are available. I still think they may need to consider revising some tools a little or a lot higher for proficiency & focus...
Seems there were however some slight changes to at least Mastercraft tools:
Adamantine +1 tools: provides +370 P&F.
╘ You can acquire in fact several of them!
Well-Worn Mastercraft I tools: provides +370 P&F - I'd suggest +375.
╘ You get but 1 - should provide more than a Adamantine +1!
Mastercraft II tools: now provide +400P & +375F
╘ This should likely be +405 P & +380/385 F?
Mastercraft V tools: now provide +500/525 P&F
╘ Depending if +1 or not. Thx @manjusriyamantak for that. Likely should be +525/550 P&F.
Legendary tools: provide +550 to P&F
╘ Can get many - Previously were extremely rare - Perhaps 575?
Mythic Gond tool: provide +600 to P&F.
╘ Can get but 1 - to use at a time. Should this be higher still +625?
Guess we'll have to wait and see...
I know very well the preview system is only a single Artisan & Tool! I was responding to something about LIVE, when I posted began to draft a note on preview, then as I switched back I forget to switch to preview mode with single tool. So I've since *edited* to correct it. I also added 1-2 sets of information above, as I try to ensure everything is kept up-to-date, and always correcting grammatical errors/typos.
I've already previously suggested some tools may need to receive some additional Proficiency & Focus. I did notice they increased the Mastercraft II tool, from +375 P&F to now offering +25 Proficiency, so it's a combined +400 Proficiency & +375 Focus.
Perhaps they are still revising a few more over the next 1, 2, or 3 builds. Realize were still not at the end-state yet!
I also think they should improve the Well-Worn Mastercraft tools to offering more than what a Admantine Tool +1 offers, given you only get 1 of them, yet can have several of the Adamantine +1 tools. They should likely also consider slightly buffing Mastercraft II tools slightly more! Possibly others as well as I've already talked about, yet most changes I've suggested are +5 to +25 often at most.
Just out of curiosity do you think +575 or higher yet for Legendary, and what if Gond gave +625 what would your reaction be?
Try to be patient - they may still be revising more Tools - over the last 2 weeks!
We can now trade them to a legendary bar which we can trade to a new legendary asset of our choice. As said it will have 550 in both skills, which isnt impressive at all, but worse is that it will now be character bound.
BUG: Philosofers stone didnt trade for a bar.
I did trade in mortars, 1 to 1, I wonder if any with crucible or needle could test if they also only trade 1 to 1?
If you can get say 3 to 1, it would make up some of your loss I guess.
By the way, I just tested 10% Miracle Worked building 1000 items (yeah, click fest) and I got 107 activations, so it seems RNG is fine. Obviously there were batches (25 tries) of zero activations and batches of 6 activations, but on the long run numbers stabilize as expected.
All skills were based on a percentage chance of success.
Say, Eric the Druid's "Plant Lore" has a 43% chance and during a game session the player uses that skill and rolls 36. SUCCESS!!!
They put a little tick next to the skill and at the end of the adventure they have a chance to learn from their success.
The chance to improve is based on the skill value, but is inverted...
Basically, instead of rolling equal to or under your skill level to increase it, you have to roll ABOVE.
So Eric, with 43% Plant Lore, has to roll 44 or above to increase it.
Its a simple system and means that the better someone gets, the harder it is to learn more, but there's always a chance. Or of course cap out at 95% which was always our house rule in both systems. Which is basically the "always fail on a 1" that should always apply in D&D.