jewelcrafting and augment suggestion

narmarratuk

Dalayan Adventurer
I have been wonderign why jewelcrafting is one tier under the rest of the tradeskills(example tailoring can make 30+mana augments while jewelcrafting only gets you 24). I was hoping that there will be new recepies with Ikisith, maybe this has already been posted before and I failed to notice it and don't want to beat over a dead horse, so forgive me if I am. Also noticed that there are new ikisith armor with damage increment in the armor that helps casters do some extra damage with their spells, was wondering if it will be considered new set of augments with same effects that will boost that damgage from 1 to 5 points If it is not over powering. I think this will bring fresh stuff into the market and more ways for people to character build, as well as keeping tradeskillers busy getting new ingredient components.

Other ideas for augmetns will be hp regen 1-5, ft 1-5 since there is a cap people will only be able to build up to that cap anyways dont see it owerpowering specially if the components are hard to come by.
 
For a while I've thought that bane or elemental damage would be nice for some augments. I'm not sure how hard they'd be to balance with the game though. Maybe they could only be made from platinum bars and max out at a +1 or +2. The recipes could be fairly straight forward too. Example: Enchanted Platinum Bar + Rare Crystal Dust + Liquid Nitrogen = Frozen Platinum Rune
 
There are allready augs with elemental damage from the refuge, so no need for this really.
 
has jewelcrafting augments been considered to be equal to those made by other trade skills? ex: having a +5ac 0r +30 mana type 3 augment rather than +4 AC and +24 mana augments?
 
Why would jewelery have the same augs are armor or leather. Its a weaker piece of armor/equipment to begin with.
 
O'RLY and you base this on what?
now seriously that is a VERY bad claim, there are: face/arms/wrists/rings/earrings/head/feet gear that are consider Type 3 gear... dude wow. that was completely wrong.
 
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I would say that whenever a face/wrists/head/neck/what-have-you has been given a type 3 aug that is a dev choice to make that item slightly less powerful. I mean, it's not like they're unaware of the difference between type 3 and type2/5 augs. Most of the non jewelery slots that are type 3 aug-able tend to be caster-like items like tiaras and anklets and necklaces, which you would expect to be less good than manly items like helmets and gauntlets and steel shit stomping boots. And those miscellaneous tiaras &c are still the exceptions rather than the rule; the rule is is that type 3 augs go in rings and earrings, and rings and earrings are, as a rule, weaker items than other slots. Also charms have nothing to do with anything.

So J-n-i made a sound claim, but if you want to see a bad idea, how about craftable ft 1-5 augs. Although 1-4 elemental damage might be interesting; that would be 1/6 the value of refuge augs, which might be okay given the difference in how hard they would be to get. Just because there are refuge augs, that doesn't mean that there is no need for this kind of option to be available to lower tier people who aren't flagged for refuge/able to afford the tomes or w/e it is that you need for these. And giving some fresh 65 wizard +1 cold damage instead of 6 mana would probably not be that overpowered.
 
O'RLY and you base this on what?
now seriously that is a VERY bad claim, there are: face/arms/wrists/rings/earrings/head/feet gear that are consider Type 3 gear... dude wow. that was completely wrong.

Pretty sure that was the entire reason Wiz made the JC augs the way they were, to be more "realistic." Just like some items don't have augment slots at all, it wouldn't make sense for an eyeball or a gem to have a slot for another gem or what have you.
 
I agree with you slagar about that:



Slagar-" Just because there are refuge augs, that doesn't mean that there is no need for this kind of option to be available to lower tier people who aren't flagged for refuge/able to afford the tomes or w/e it is that you need for these. And giving some fresh 65 wizard +1 cold damage instead of 6 mana would probably not be that overpowered. "



I do not agree on the rest, first Mythryn we are nod discussing augment slot #s we are discussing augment value. as is jewelcrafted items have 2 slots so I really dont know what you are talking about.



Slagar you made a comparison with plate gear to jewelcrafted, and by that observation then TAILORED augments should be of lesser value even compared to Jewelcrafted as is a full metal Tiara should be more powerful than a textile veil....so really there is no meat in your argument. I think as far as augments for all trade skills should have same base value regardless and if it is not, as jewelcrafting has been single out, then jewelcrafting should have other special augments as I feel jewelcrafting is the weaker of the trade skills compared to Tailoring and Blacksmithing(tailoring being completely over the other two having high end items like Mantle of the Forest and Robe of flowing waters with the flexibility of making armor for all classes)...and dont get me wrong SVS jewelcrafted items are nice but that seems to be as far as it goes(at least until now).



And if you are going to argue that but mantle of the forest requires expensive stuff and rare items, well give the other trade skills something of the alike and we will see if there is a big push for them. As is there is no blacksmith or jewelcrafted item worth 15k.
 
look, it's very far from "completely wrong" that jewelery items are less good than non-jewelery items. There is a prima facie case that jewelery is weaker than armor that is at least 20% (5 vs 4) stronger than the argument that tailored armor is weaker than metal armor. Point is, leather and plate are different kinds of armor, whereas jewelery is not armor at all, it is a different type of thing altogether. Just because you have 22 (or w/e) item slots, doesn't mean that they are all equally important. Also cloth and metal are types of armor that different classes use in different proportions; if you made t2 augs more powerful than t5 augs you would be favoring chain/plate classes over leather/cloth classes (which admittedly I personally don't think would be a bad thing). Jewelery is basically evenly distributed across all classes in terms of rings/earrings, so relative weakness in t3 slots doesn't really alter any class balance, even though there are probably a lot more caster items in non-jewelery slots with t3 augs, I would argue that this is part of making decisions about items, rather than class balance per se.

It seems pretty clear that the devs had these kinds of considerations in mind when they made the t3 augs the way they did, and because it makes for a bit of meaningful variety in item selection, I think it is a good thing. Little inconsistencies like t5/t2 equality and the existence of t3 hats are just bits of variation that make the game interesting, not fundamental problems in the balance of the game or the reasoning of the developers. As for the general points about the values of tradeskills, I don't really know enough to comment, but I will say that t3 and t2 augs sell for about the same amount, so is it really that big a deal? Is the profit margin really different?
 
The difference in Type 3 augs and Type 2/5 augs is one of many considerations at the disposal of the Developer that designs the item.

To increase the similarity would inhibit the variety is this one of many considerations at the disposal the Developer that designed the item.

You should consider that all items made since the functionality of Augmentations in SoD was created in 2005 have taken this into consideration in the design-phase of item creation.

In essence, the suggestion of the OP is unncessary.
 
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