A Big Ol' Crumbling Map Thread

http://wiki.shardsofdalaya.com/index.php/Brigandine_of_Brawn Websters defines Brawn as: "Physical strength in contrast to intelligence." Not... I'm an alcoholic and need some water. Lets make that applicable shall we? No reason not to keep the percussion mod on there, only 1 class benefits from it and that class also could use the INT so its balanced. As for Yaulp IV clicky, there is an item from D maps (http://wiki.shardsofdalaya.com/index.php/Krovexx's_Sparkling_Belt) that already has clicky Yaulp II. lets continue the trend. useful but not OP.

Brigandine of Brawn
[MAGIC ITEM]
[LORE ITEM] [NO DROP]
Slot
: Chest
AC: 44
Instrument Modifier: Percussion Instruments (2.1)
Effect:
Yaulp IV (Must Wear Clicky, 2.0)
STR: +30 STA: +15 AGI: +15 DEX: +15 INT: -25 WIS: -25 HP: +200 MANA: +125
SV FIRE: +10 SV COLD: +10 SV MAGIC: +10
Stun Resist: +4%
WT: 10.0 Size: Large
Class: RNG MNK BRD ROG BST
Race: ALL
Slot 1 type 5: empty

The main problem with this item is that the proc doesn't work. It would be cool if this item was just changed into a clicky with the same drink that comes from Crystal Cactus Pod

http://wiki.shardsofdalaya.com/index.php/Magi's_Sharkfin_Helmet What does overcap Offense even do? Let's give this thing Double Attack +1, some more well rounded class applicable stats, and a big AC reduction and some hp/mana gain. And add Necro since this looks like it was intended to be for all pet classes.

Magi's Sharkfin Helmet
[MAGIC ITEM]
[LORE ITEM] [NO DROP]
Slot
: Head
AC: 33
Focus Effect: Companion Health VII
Effect: Ferocity V (Worn)
Flowing Thought: +1
Skill Mod: Double Attack +1
STR: +18 DEX: +18 INT: +18 WIS: +18 HP: +190 MANA: +175
SV DISEASE: +25 SV COLD: +25
WT: 1.4 Size: Large
Class: RNG MNK BRD ROG MAG BST NEC
Race: ALL
Slot 1 type 5: empty

This item just got nerfed (-6 STR && -15 DEX) due to the Monk "buffs" so I'm not sure they are just going to turn around and buff it. Basically only rangers use this helm because Companion Health is hard to find on an item and their birds do not have enough HP for most high end fights. Offense is also better than Double Attack as well since Double Attack does nothing for Rangers and very very little for anyone else. So your change isn't that great, sorry.

http://wiki.shardsofdalaya.com/index.php/Crystal_Cactus_Pod I don't even know what do say about this item. If it were up to me I'd completely get rid of it, just wipe it from the table. Does anyone even know what the produce clicky on this item makes? I couldn't find it listed on the wiki.

Getting rid of one of the two best item that drops from maps doesn't seem like the best idea to make people want to do them.

This is one of the best items on the loot table IMO. it summons a low duration drink that gives you +25MR and is listed as giving extra AC as well (like 20? mebe), but its unclear if the listed AC actually adds in or not.

Quite sure it summons Dragonbloom Infusion so 20 MR 20 AC
 
Offense is also better than Double Attack as well since Double Attack does nothing for Rangers and very very little for anyone else. So your change isn't that great, sorry
Offense is only of benefit when the players skill cap is less than 250. otherwise it does nothing, just like all current weapon mods. They only work if the class's cap is under 250.

Quite sure it summons Dragonbloom Infusion so 20 MR 20 AC
I agree with you that since staff confirmed just last night that ac and resists from food work in devchat, this item is ntb.

When you compare all the drops, including the "good ones" from crumbling maps to ED maps and take into consideration the increased difficulty, some of the gear needs improved.
 
regarding offense, i would have to call up eisley to post the exact parses, but here's what he concluded after tons of parsing. ( i think susvain parsed it aswell? i've parsed it a little also) NZ pants (+25 offense) vs no NZ pants

Shaman (225 is their offense cap)
Alkesh Hit rate 70% with NZ pants
Alkesh Hit rate 30% without NZ pants

Cleric (250 is their offense cap)
Eisley Hit rate 70% with NZ pants
Eisley Hit rate 70% without NZ pants.

This is just one example, you can go run around and punch stuff with mods vs no mods yourself and see that theirs no difference. Exceptions to my knowledge are archery and backstab, not sure about other shtuff
 
my bad that was worded wrong. I meant other mods, such as +backstab and +archery actually do work
 
my bad that was worded wrong. I meant other mods, such as +backstab and +archery actually do work
I think the mods need to be independently coded to do something like HTH used to add 1 base damage to barefist per 5 skill before the changes. Without this they do what mods in live did which was boost skill... i seem to remember later live clients recognized an overcap skill mod and displayed it in the skills window, i could be wrong though.

Regardless the items need to be upgraded. If not to my suggestions, something else.
 
robe is giving me 1420 attack on fomelo 1755 in game 1402 with harn BP, 1752 in game, 1416 Runeward 1752 in game. Looks like it might be doing somethin
 
robe is giving me 1420 attack on fomelo 1755 in game 1402 with harn BP, 1752 in game, 1416 Runeward 1752 in game. Looks like it might be doing somethin
Looking at the differences in those items, I would suggest that what you're seeing is the amount of STR each gives, as I can see similar results by adjusting my STR through gear swaps. I would also point out that staff have confirmed many times that client and fomelo stats are not 100% accurate.
 
Talking about Tomes:

I'm one of the poor people sitting on a 230k charm spending all of my cash on incremental tome progression, hoping not to get stalled out in tier 10 as I see newer players in my guild with the 30k doing the same thing.

It is really terrible.


With that said, I don't think Class 2s are really horrible ATM - it seems like the drop rate has been nerfed recently which is a bad thing. Probably too many people sniping them for cash. Which just increases the rarity and price and desirability to snipe.. but I digress.

I really support tomes from crumbling maps, but if there are concerns about the impact on the market make them all no-drop. I know the Lore doesn't support it but maybe they could even come pre-translated so you don't even have to drop more cash to translate it.

Everybody keeps saying "Oh, they'll go to people who need to do them unless they're absolutely a rot" but I can imagine the thought process of a rogue who grabbed a "rot" Mind 2 to "do." and that's something I think shouldn't even be a temptation.
 
make them all no-drop
This does de-incentiveize farming them for cash, but it brings a slew of its own problems. Books would be soooooo much harder to get if they rotted every time the right class/player wasnt in the 6 man group that killed them mob. This means many more tomes would have to be gotten through refuge, which would drive up the rot tome market further, and you would have people paying like 50k for class tome 2s.
 
I really support tomes from crumbling maps, but if there are concerns about the impact on the market make them all no-drop.
Maybe you should quote the whole statement, and not just part of it. And personally, I agree that any classtomes dropping off crumbeling maps should come NODROP. (Those of 6mans, not!)
 
I probably misread that, if he meant only making the tomes from crumbling maps no-drop. That would actually be a really good compromise, since the maps will have entire raids there, and they are much less likely to rot.
 
Yes I meant crumbling specifically.

I'd rather get more ways of acquiring tomes in-game, if a concern (for the devs) is market oversaturation, making the new ones NO DROP seems fair to me.

I don't think existing tomes should be nerfed at all but it seems like the drop rate (on class 2s) has actually been decreased with that said.


I'm not sure it's possible to add additional tomes to the game WITHOUT impacting their price but some of them are just absurdly overpriced* ATM. Some classes are doing 75k+ worth of class tomes alone, and in a natural progression this is a time where they're probably going to be reaching upper tiers where charm progression becomes important if this is recognized or not.

*They're worth what they're worth. They do add character strength and are WORTH doing, but I don't personally think ways to utilize EXP should regularly sell for 30k. The fact that EXP and money are so heavily tied is really disheartening.
 
I disagree with the Class 2's being no drop on Crumbling maps. Let's face it, there's so many resist 1 & 3's, stat tomes, etc., that I have turned in enough to get my rouge TWO backstab augs (5 tomes each), and I have more to turn in. So you have a choice, get a new charm, or buy trash tomes to turn in, or do tomes that might not be your "class" tomes. There's no competition on maps, like there is for the 6 man mobs, just getting a big enough force to do it. And no, you don't need bloody T10 to do them, that's the Wiki tier of MAP tiers, we were doing them at T7-8ish, you just have to have the *right* setup. If you have plenty of tanks & heals, they're easily doable by T7-8 raid, with even some lowers along. If you try to do the "usual setup" of two tanks, then yeah, I can see why you'd think they are harder than they really are.

The issue with making them no drop is that a lot of the people that can do them have already bought or gotten their Class 2's, even at Tier 7-8. Will you have evil people running raids as PURaids (PuG is still a dog to me) and claiming tomes? Yeah. Just don't go to those. If someone fair is running, then cash/droppables claimed, and tomes would be IF YOU CAN USE, then /ran on it. Not like half the raids don't already have stuff claimed.

If you make them no drop, then even if one person from one class needs one class tome, the one they already have done will rot. Usually only one of some class on *any* raid. Considering the force needed to do these, I can't see them being PuRaided often, most guilds will run internally because guess what! They drop in.. raid zones. Yes, they can be fished. Yes, they can drop from other mobs that don't require a raid. But A. I spent HOURS fishing just to try to see how long it took (over 10 bags of bait, not a single map) and not a viable option to just fish them (and they're still no drop when fished, I *have* confirmed that someone else fished one). B. The mobs they drop from = no one sane would kill for weeks for a chance at a tome 2 that they may or may not be able to use.

Nowhere was it proposed that they *only* drop Class 2 tomes. When I originally posted about adding them, it would have been an option. Might get some random generic class 1, might get none, might actually get a class 2. Think of it like the ED Vah sword drop. It *might* happen, and the off chance that it *might* is why they are in demand. Adding the code that puts ancients, relics on VD & ED maps would be the same kind of thing. Can get none, can get one crappy one, can get a general 2, can get class 1, can get a class 2. So not, not just class 2's on the loot table.

Even if the gear isn't tweaked, even the shot at tomes would be a good addition. If it's a crappy tome no one needs, then either the raidleader just got some charm money, or the guildbank just got some charm money. Or there could be no tome, which if ED map sales are any indication, "Haven't gotten one in X maps, the next one *has* to have one!" and will up the interest in actually doing them. It's not like the fished maps that you can randomly buy, the maps themselves are no drop, so if you are like me & hate digging harder maps because you always end up dying, then you won't be farming them for your class time anyway.
 
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