Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
30.5 Days
Nov 19, 2006

Lum_ posted:

Surprisingly we do basic data mining and figure out when one zone gives 99% of XP gain for the entire game.

so what % of the silver came from hilt fortress

Adbot
ADBOT LOVES YOU

30.5 Days
Nov 19, 2006
Actually hey on the topic of ore, is this dramatization correct?

EXTERIOR, DAY. DESIGNER lounges in the sun.

PLAYER approaches.

PLAYER: You have changed the ore drop rates! They are out of control!
DESIGNER: Shush, these rates are intended! I have set additional mobs to guard the nodes. Begone!

PLAYER exits.

LORD BRITISH enters.

LORD BRITISH: Lazy designer! These drop rates are indeed hosed up! Our economy shall crater! Fix it at once!
DESIGNER: Ah, but it grows late. I shall fix it on the morrow.
LORD BRITISH: Very well. We shall deactivate all respawns in the interim.

FIN.

30.5 Days
Nov 19, 2006
Oh poo poo, they didn't turn off spawns, they just loving demolished hilt. RIP you beautiful crawlspace.

30.5 Days
Nov 19, 2006
Jesus Christ people are flipping out about this release. Some guy flipped out and deleted his posts from the forum because his previous strategy of dumping top level chaos magic into packs of 10 elves and then buying reagents off the oh public vendor will no longer work.

Tamers mad they have to play the game now. And of course people who made hundreds of thousands of gold off the strategy of buying alts to sit in hilt with have entirely lost their minds.

30.5 Days
Nov 19, 2006
The best way to make money seems to be to have spent the last month grinding elves in graymark for obscene money and XP, then take your buffed character to the bottom of elysium and sell silver from there. Spawns don't seem to run at the same speed there when you have a group so you can corner the silver market.

30.5 Days
Nov 19, 2006
Are player owned towns allowed to HOA that poo poo?

30.5 Days
Nov 19, 2006
I have spent $56 on this game. The only major issue I have with it is they are really lovely at communication and half of development time is spent on regressions.

30.5 Days
Nov 19, 2006

Capntastic posted:

How do I do the lottery or am I already entered? I only played for like an hour a week ago so I don't have anything

The october lottery is the one that there's gonna be free tickets for. To enter the september lottery, go to the second floor of any bank & buy a POT lottery ticket for 5k or anywhere lottery ticket for 10k.

30.5 Days
Nov 19, 2006
I've heard that the rise and tenebrous harbor are both good, never been to either

30.5 Days
Nov 19, 2006
i'm loving dumbfounded they changed white iron to flat health. I just spent most of my game time this week gathering iron for a 5% health helm as advertised on the entire internet, and got a 3.7 health helm.

i just

like

The health value per ingot is more than 4x higher for bindings than sheets.

The cost per individual point of health is 18 iron ore, 4.5 tungsten ore, 4.5 tin ore, and 108 metal scrap.

ffffuuuuuck this game

gently caress this game.

30.5 Days fucked around with this message at 09:03 on Sep 3, 2016

30.5 Days
Nov 19, 2006
lol this is two days after the guy who runs sotawiki asked me to stop updating crafting articles

EDIT: That's 0.285 health per white iron ingot.

30.5 Days
Nov 19, 2006

Node posted:

Items suck in this game for the most part. A broken gay stick will do just a tiny bit less damage than a meteoric iron masterwork +9 great maul.

This isn't even consistently true though, it's just that the +# doesn't correlate to quality at all and people just pass off garbage as epic on the public vendor. A +2 piece could be +1 dex or +4 dex or have an earth gem that increases your earth magic damage and has a proc that deals earth damage to all nearby enemies 1 in 10 attacks.

An epic supple leather helm adds potentially 1% crit in a game where crit damage is always at least +100%. Wow players would shiv their mothers for those kinds of gains. Meanwhile, an epic white iron helm has a larger time sink and earns you 3.7 health. Three point seven health.


Three point seven health.

30.5 Days fucked around with this message at 10:13 on Sep 3, 2016

30.5 Days
Nov 19, 2006

Node posted:

Oh, that +# just represents how many enchantments it has, not how good it is? That's interesting. My copper helm is +1 but isn't masterworked or enchanted, however it is exceptional which I guess counts as +1. Just how many ways can you modify or improve a weapon or a piece of armor in this game, anyway?

Three point seven health.

+1 is a random proc from crafting, which gives it +50 durability. That sounds like garbage, but all enchants & masterworks cost durability, and better ones cost more, so +50 is actually really great, it's two greater enchants/mw's and one medium without digging into the items' base durability.

Ways to improve your gear:
- Make them out of premium materials (assuming the premium material gives more than 3.7 health)
- Randomly proc an exceptional item on craft.
- For chest armor and stuff that goes in your hands, you can socket a gem (two for two-handers) to increase your attunement with a school of magic, and unlock enchants related to the slot & school.
- Enchants
- Masterworks
- There are also "engraving kits" that can only be used on tools.

There are also rings & necklaces which don't benefit from what materials they use, can't be masterworked, but can have a "jewel" socketed into them (jewels are half-gems) and can be enchanted.

EDIT: THREE POINT SEVEN HEALTH

30.5 Days
Nov 19, 2006

Node posted:

So if I understand this right, a two handed sword could be exceptional, have two gems that boost an element of magic, then you can enchant it with the same element, then you can masterwork it? Can you masterwork more than once? Three point seven health cuckold?

You can both enchant & masterwork a piece up to 5 times, but odds of success drop precipitously each time & failure means the item is destroyed. There is a skill that determines your success chance, which caps out at 95%, but due to the diminishing returns of leveling crafting skills, you'll only get 95% on the first effect and you'll tend to cap out around the 80s for the second effect, and 40s for the third. Success chances are, I believe, separate for enchanting and masterworking. So a +8 from just enchanting or just masterworking is practically impossible to come by, but 2 of each is very simple. When you succeed on enchanting or masterworking you draw 3 possible effects from the deck of possible effects & can choose one. All effects reduce the item's max durability (which can never be recovered, even by coto repair), and better effects reduce it by more. So +1 dex will reduce it by 5, +4 dex will reduce it by 20, most of the nice enchanting effects will reduce it by 30 or 40.

With enchanting, this frequently means you'll get a mix of big and small effects as your choices, so depending on your priorities you might end up with some smaller effects. With masterworking there's a whole other thing.

Unlike enchanting, which has just one skill that determines success or failure, masterworking has this and then ALSO a specialization skill. Aside from a set of extremely lovely basic masterworks, all masterworks have a minimum specialization skill for it to appear in your deck. So you have to practically GM the specialization to get the same quality of effects out of it you get by default from enchanting. This means that good masterworks will automatically be harder to come by than good enchants. There are like 9 specializations: leather, cloth, plate, chain, shields, blades, ranged, bludgeon, polearms, maybe others? I don't have the game open.

30.5 Days fucked around with this message at 01:03 on Sep 4, 2016

30.5 Days
Nov 19, 2006

Node posted:

And how many loving ingots of silver and gold are you supposed to use to GM the masterwork skills? Good gravy.

gold is enchanting, but the answer is thousands of silver ore

30.5 Days
Nov 19, 2006
Skill decay isn't actually in though, the only downside to leveling all skills is that death penalties get obscene (in theory, some have questioned whether death penalties are even in yet).

30.5 Days
Nov 19, 2006
But if you never die, there's no penalty.

30.5 Days
Nov 19, 2006

DancingShade posted:

If you can pull this off, yes.

What will happen is you don't die for a while and feel pretty confident. Then when you play while drinking and getting distracted by other things you'll die like 4 times in one play session to stuff that shouldn't be a threat.
Or maybe that's just me.

But only 72 hours worth of decay can apply so even if you do occasionally die you will not experience the full brunt of the system. Dying multiple times in a single play session is largely irrelevant, you get 76 hours of decay instead of 72. More than that, once you get to a high enough level that decay is a serious concern, the odds of dying at all are basically nonexistant. There are players soloing trolls, soloing phoenix, etc. Those players are never going to see decay of any sort.

30.5 Days
Nov 19, 2006

Lum_ posted:

Speaking as someone who rolled first week of DAOC in a guild with nothing but porn star names, I'd say you should stick with Sunny Fruit and pass out oranges and apples to the good people of Novia.

(I assume we have implemented oranges and apples)

No oranges, apples are implemented but only seeds are sold and not many players grow them.

30.5 Days
Nov 19, 2006
I've heard The Rise is a good spot if you're a badass. I've also heard good things about tenebrous harbor.

30.5 Days
Nov 19, 2006

Node posted:

Yeah I went into The Rise, saw a red con elven archer, and noped out of there. I've never even heard of Teneborous Harbor before.

it's next to janaaford in south paladis

30.5 Days
Nov 19, 2006

Node posted:

What needs nerfing, if I could ask? I ran the Tower a few times. The locked room at the top has a couple hundred gold, and reagents and gems/gem chips. It didn't seem to be a huge amount to me, in my opinion. Is it because you can pull the skeletons in the room with the lich out of the room, and fight them in several encounters, instead of being forced to fight every single thing at once?

Also, the secret hallway on one of the middle floors that has elite skeletal mages doesn't have any loot in it, as far as I can tell. You'd think an (obvious) secret would have some kind of token goody in it.

It used to have good stuff I believe but then they wiped it because people were speed-running for cash.

So, hi, learned some poo poo in the discord channel today:

- The "item resistance" stat provided by iron & provided extra via meteoric iron is actually a % increase to the "resistance" value of your gear, which is a good stat. A really good stat. If you take a full hit, the damage is reduced by the absorption % of your gear, up to a maximum of the resistance value. That means that increasing your resistance value is key to getting good value from your gear's absorption at high levels.
- Chain is flat better than plate. Plate has 9% more avoidance (which is quite good), and ~15% higher absorption (which is quite good at first and then becomes irrelevant once mob damage starts to get some distance from your resist value). But not only does chain have better resistance, but it has much, much lower fizzle and many high level spells provide better defensive stats than plate.
- Also, coils & sheets provide the same stats to gear, despite sheets costing 50% more materials. Also, a suit of epic chain has more coils than a suit of epic plate has sheets, meaning a full suit of chain has a higher +% resistance than a full suit of plate. And since it provides more resistance to begin with, chain is just flat better.
- Also atos apparently makes balance judgment based on player behavior and since plate is still more popular by a lot, he expressed an intent to buff chain in the near future a few days ago on discord.

So don't use plate, it's really dumb.

30.5 Days
Nov 19, 2006
The idea of basing balance changes on player behavior is extra genius because even if you want the thrown bones to redirect player behavior, they never put any balance changes into release notes, so how the gently caress is that even supposed to work? https://www.youtube.com/watch?v=2yfXgu37iyI&t=254s

30.5 Days
Nov 19, 2006

Node posted:

I was thinking of making a chain coif, because the only plate helm that looks good, and isn't a backer reward, is the bucket helm. But you can't masterwork bucket helms, which is bullshit.

So a full suit of meteoric chain/plate is the way to go, with item resistance being the choice every time you get one when you masterwork it?

Meteoric chain armor, yeah. Bronze is also quite good, providing a third the resistance of meteoric in addition to +% weapon damage. White iron provides avoid on stuff in your hands so white iron weapon/shield might be the way to go if you want defense, not sure of relative value. As previously mentioned, don't use white iron on armor. Masterworking avoidance onto the gear is also the way to go if you can swing it, not resist.

30.5 Days
Nov 19, 2006
Don't the artisan tools come with a ton of engravings?

30.5 Days
Nov 19, 2006

PMB posted:

Haven't been able to find the recipes in or out of game for the epic chain set, only the standard or augmented sets. Anyone got a link to them? Usual sites of sotacraft and the wiki have no reference to them that I can find.

I apologize, there is no epic chain, there's only regular & aug. Word on the street is that to maximize mats you want boots and gloves, regular everything else btw.

30.5 Days
Nov 19, 2006
It already does impact your truth virtue score, mine's in the shitter. There's a weird HUD program on the sota forums that will parse combat logs & if you /stats it'll also parse that out into the program. One of the values is your truth virtue.

30.5 Days
Nov 19, 2006

DancingShade posted:

That "give me a free tax free deed for nothing" thread dressed up as a PVP thread is devolving nicely.

My favorite thread to hang out in is one of the three R33 Feedback "watching netflix while doing crafting combines in town should be a valid and lucrative playstyle" threads.

30.5 Days
Nov 19, 2006
in other, unrelated news, devs have realized that death decay was broken in r33. Good news for me since I respecced to polearm two weeks ago and there were some bad times. If that was with decay broken I imagine that things could have been a whole lot worse.

By the way, the experience of respeccing in this game is pretty trash. I unlearned bow/light armor/air magic down to the floor including using my obsidian book on draw strength. The amount of XP I got was pretty respectable, but running around with level 10 skills and an adventurer level of 30 or so because of the XP floor is a deeply lovely experience until you push through into the deep 40s. Cons are still utterly worthless because I have a few dozen adventurer levels I'm not using but I at least have a mental map of what I can fight now.

30.5 Days
Nov 19, 2006
The vendor for a lot, that might be their purpose.

30.5 Days
Nov 19, 2006
So Hilt Fortress crawlspace is respawning normally again- they added a bunch of extra mobs to the area but they still haven't figured out that dying prevents mobs from resetting for some reason despite me saying so repeatedly in this very forum, so it's again possible to get a nice speedy silver area mob-free.

30.5 Days
Nov 19, 2006
Also the slime they added will kill one of the ghosts they added.

30.5 Days
Nov 19, 2006

Node posted:

I went there once. Everything was fine, I found a few chests with obsidian recipes that aren't in game yet, then ran past the lich. There was a breakable wall with a slime in it (the one you're mentioning I think) and a few silver veins. Elysium Mines are still the best place for silver in my experience.

I wish those sarcophagi had loot in them sometimes, or the chance to wake an angry ghost. I wish crates had loot in them sometimes like the patch notes said. I wish there was more loot. Give me loot to loot.

If you can solo elysium then you have no use for hilt. Hilt was nerfed because you could have L1 nakeds mining in there freely, and... now you can do that again.

30.5 Days
Nov 19, 2006
They changed hilt fortress again- they made it so the slime will fight the ghosts. So if you trap the slime upstairs with the ghosts, the ghosts will kill it & it'll respawn. But slimes can't open doors and there's a secret door like 12 feet from the crawlspace.

LUM. THEY HAVE TO ACTUALLY FIX THE DEATH RESET. All this poo poo is doing is turning it into a fun puzzle. Which, you know, thanks for that.

EDIT: At least give it a shorter leash or something.

30.5 Days fucked around with this message at 06:45 on Sep 16, 2016

30.5 Days
Nov 19, 2006
Now all they have to do is drop a similar set for heavy armor... :(

30.5 Days
Nov 19, 2006
So, trip report for R34:

- Game's harder in the zone between babby's first 5-skull and the rise. Part of this is they made the game harder, part of this is that there's a pretty bad bug where miss & crit rates seem to be totally jacked now.
- They want you to group now. Better group experience (a 40% bonus on top of your XP share, it seems like), harder high-end mobs, a new set of armor built entirely from stuff you get in high-end content.
- In terms of poo poo that matters only to me, they fixed polearm AOE and the one-hander normalization is really nice, but taunt is still not working, that's supposed to get fixed sometime in the next day or so. Fire damage is still totally unmitigatable and I don't think they plan on fixing it until r35.

With the improved XP, harder junk, and my damage being vaguely relevant, it seems like it's supposed to be a better patch to group on. Me and a friend hung around the inside of hilt, killed the lich for his head, etc. Good XP and more what I figured the game would be- shooting the poo poo while crawling around exploring weird maps. The only problem is that the game is tough to play between the fact that taunt is bugged (so I can't hold aggro), fire damage is bugged (and most high-end challenges have fire damage), and player damage is bugged. If the game were working right now, it'd be in a really good place :\

Hilt I think is supposedly actually fixed for real real. They expanded the crawlspace room and I think if you can fight the ghosts, it's probably an OK place to get silver just regular-ways, but I haven't tested it. I actually explored it with a friend, killed the lich, did a few waves of skellies, killed ghosts, and even went into the secret door in the chapel. We found the obsidian forge and found out that if you stand on it a lot of mobs spawn lol. There's also a lot of silver in there, with fire elementals (and a couple obsidian elementals) instead of earth elementals. If fire weren't bugged I'd probably go down there to mine since earth elementals take forever to kill when you're weapon/earth.

I really like this patch, I wish it worked better. I also fought a few things and started thinking about obsidian plate as the heavy alternative to bone armor, but I'm not sure if enchants/masterworks work on it, am not sure if reflect is as good as/better than damage resistance for physical damage, if it works on non-physical etc. Heck if I could reflect 20% fire damage that'd probably be better than meteoric iron against xavara/liches/etc.

EDIT: Oh and torpor is loving garbage. I've got something like 70 or 80 earth attunement and I'm healing for like 40 health after being taken entirely out of combat for 10 seconds. Cool, very cool. I thought it'd be something like a phoenix move where you throw a bunch of focus in before death, become really hard to kill, and come back out with a lot of your health back, but it's actually "hey here's the same healing as healing touch in the earth tree so you can heal without building life attunement only it sucks because if you want to heal you should build your life attunement".

EDIT: Oh, it only reflects melee damage.... that's basically always worse than meteoric iron.

30.5 Days fucked around with this message at 10:30 on Sep 30, 2016

30.5 Days
Nov 19, 2006

Node posted:

Couple questions for you if you don't mind, since you seem to have more info than the rest of us.

1) You can actually make obsidian armor? I thought just the recipes were in but not the items.

I haven't made any, and there's a material quality thing on the sota forums that says it's melee reflect. I have no idea if that's actually shut off & not possible to do.

Node posted:

2) The <secret> head that you can have as a trophy is a lich? I killed the one in Spectral Mines about ten times and never got one.

Lich skulls are actually for the head piece of the bone armor, and for low-level (lol) liches, they're about a 1% drop. :\ Data mining says the bone armor is, uh... probably not quite worth the grind, although it does look cool as gently caress and does offer an interesting new choice on the spectrum between plate and cloth. That's pretty much all it is. Also one of its benefits is that it has more absorb than leather, but it has 0 damage resistance, which is what gives absorb its value, so..................................

The secret head is the killer bunny from monty python, but I have no clue where it is

Node posted:

3) Are bear and wolf heads rare? I get a lot of regular wolf heads, but you can't turn those into trophies, just headgear.

They don't seem that rare, I've gotten a handful of pristine elder wolf heads, and a pristine patriarch bear head just incidentally. They are rarer than the basic heads.

30.5 Days
Nov 19, 2006
For the curious: https://docs.google.com/spreadsheets/d/1ZqsS4sCdBzh_Jfy8u7LHIZwiO9PY81FjHnvzde4zG0k/edit?usp=sharing

30.5 Days
Nov 19, 2006

Node posted:

I'm not quite sure what this means.

But I bet it is related to this question: whats the best way (or cheapest way) to raise alchemy? Do you just make lots and lots and lots of health potions?

I was able to spam it pretty well just doing that, but that was because I had like 2 thousand corpse wax in my bank or some drat thing. So I was able to buy flasks and garlic, craft potions, sell back the potions and get the vast majority of my money back. I rolled something like 1-60 or something just with what I had on me.

That spreadsheet shows the amount of silver/gold ore needed and optimal crafting XP pool size to level MW or enchanting to whatever level from level 1.

Adbot
ADBOT LOVES YOU

30.5 Days
Nov 19, 2006

Node posted:

Cool, thanks. Didn't take much to get up to 60, like you I have way too many corpse waxes for my own good. I'm guessing the base Alchemy skill affects enchantment success? Or is it only the enchantment skill itself? Because skill gain became abysmally slow at about 55 or so making health potions and I shudder at the thought of how many thousands of potions you'd need to make to get to at least 100.

No, the enchantment skill is the only impact on enchantment success. Same with "base" MW abilities. The specialization MW abilities determine which MW's you can draw. You need to get to ~60 in enchantment to cap out +2 at 95%, you need to GM to cap out +4 at 95% and the others will never cap out.

As far as what the base alchemy skill is good for, proficiency 60 (around level 72) is required to do all the gem socketing stuff you probably want to do, but an expert crafting table drops that requirement to prof 55 which is much easier to hit.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply