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# 1 Science Exposure: Level 400 observations
09-16-2009, 12:55 AM
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Sorry. Long, and perhaps rambling.

So I recently did some work getting up to level 400 in Exposure, and then playing around with what I could do with my new(and costly) abilities.

I bought every last blueprint that I could afford minus some of the Great Epiphany items.

Basically at 400 skill you get 2 sets of blueprints, 1 for blue items, and 1 for purple items. The blue blueprints cost 1 Great Epiphany, and the Purples cost 3 Greats and 10g. 1 blueprint per slot.

When I saw the items that cost 3 Great Epiphanies, my first thought was; now those have to be good.

And for someone who wants 3-4 of those exact diluted stats on their item, I am sure they are solid gold.

For most people however, and at the very least myself, we don't want 3 and 4 stats on our items. Especially random assortments of stats that we have no say in.

I just spent 10g and 3 Greats for 2 stats I don't want, and 2 stats that are too low for me to even care about.

In a game so centered around superstats, I would think that the best crafting items would allow you some customization towards that end. But they don't. You have to stick to the lvl 38 enhanceable items.

Now, I am sure on a point for point basis, you get more overall points out of 1 of these purple items than you could if they had given us a lvl 40 enhanceable instead.

However, what good does 10 dex do me if I don't have dex superstated? It doesn't even add a single point of anything to my character because level 40 makes anything below something like 50-100 dex completely negative.

If I run a Con/End build, or a Con/Rec build, why would I need a handful of dex, ego, or pres? Or str? Any small amount of this stuff is next to useless with the way things scale.

To my min/maxing mind, those pieces are completely ruined for any of my uses.

67 Recovery for my Recovery Superstat? Or 47 intelligence, 30 presence, 15 X, 12 Y, etc? Mmmm, thanks, I will take the recovery.


The only reason I can see having set stats on these items is to promote trade at this level. But honestly, have you seen the AH? The state it is in, I honestly don't even see it being useable for another month if not more.

Oh, and some of these Purple blueprints have broken resource requirements. I saw one that had like 70 pulson particle requirements? I have smahsed tons of stuff, and have only found a total of 30 of those babies.


Beyond the borked purples at 400, I tend to like crafting entire sets of gear focused on one or two key areas.

For instance, I made a set of nothing but +Resist gear. No superstats, but moving my Resists from 22% damage reduction to 54% reduction clearly made a difference when I went to PvP it up. If the opposing team didn't have many if any holds or knockdown or block removal, then I was just about unstoppable. It came at a cost to my damage of course, but boy were they peeved at my resilience.

I tried sets based on Dodge, but it didn't work out near as well as full resists. I also tried a set based around +offense which gave me 22% more damage. Ironically this cost me about 22% damage from loosing the superstats I had on the gear. +Offense needs a look and I think a good boost to even be considered.

I was going to try +fire/toxic/etc procs, but I didn't have the mats on hand. Also, the idea of having proc gear that tells me nothing of it's % chance or even damage on that % chance was kind of daunting at the time. Loose 20% damage so I can add 3 fire procs? Will they make up for it? Will 3 even stack? Would more than 1 even work?

I could of course test those, but honestly we need some ingame UI that tells us how our crafting works.

Also, there is a "Serum" enhancement that has a tooltip description of "Test". Does it do anything, or does it need to be removed?



Overall I am pretty happy with the crafting system in this game. It is simple, it is quick, and it can be effective.

Needs some tweaks though.

What I want to see from crafting though, is this:

I realize that crafting won't be better than awesome lair or nemesis or maybe even pvp gear.

But where those items excel in the sheer number of +stat points on them, I would love it if crafted items excelled in customizeability. Not so much the number of stats, but in how you can craft a specilization of items for your character.

Lair items give 200 stats per item? Let crafted give 150, but 150 of exactly what you want, or maybe not even stats but allow you to make an entire set of gear focused on one objective.

A whole set of + crit damage gear. A whole set of + resist gear. A whole set of proc gear. A whole set of steal life on HIT(not death) gear. The list goes on and on.

We do have some customization in crafting, but honestly I think it needs to be taken to another level. Given the 2-3 competing sources for good item collection, crafting needs to be the customizeable option.

Loose out on sheer numbers, but gain on the ability to push your gear selection in 1 specific, if vulnerable and inflexible, direction. Not only is it where crafting should be good at, but it is the only are that can really do it in the first place.
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# 2
09-16-2009, 03:03 AM
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Quote:
Originally Posted by Decimatus
Sorry. Long, and perhaps rambling.

So I recently did some work getting up to level 400 in Exposure, and then playing around with what I could do with my new(and costly) abilities.

I bought every last blueprint that I could afford minus some of the Great Epiphany items.

Basically at 400 skill you get 2 sets of blueprints, 1 for blue items, and 1 for purple items. The blue blueprints cost 1 Great Epiphany, and the Purples cost 3 Greats and 10g. 1 blueprint per slot.

When I saw the items that cost 3 Great Epiphanies, my first thought was; now those have to be good.

And for someone who wants 3-4 of those exact diluted stats on their item, I am sure they are solid gold.

For most people however, and at the very least myself, we don't want 3 and 4 stats on our items. Especially random assortments of stats that we have no say in.

I just spent 10g and 3 Greats for 2 stats I don't want, and 2 stats that are too low for me to even care about.

In a game so centered around superstats, I would think that the best crafting items would allow you some customization towards that end. But they don't. You have to stick to the lvl 38 enhanceable items.

Now, I am sure on a point for point basis, you get more overall points out of 1 of these purple items than you could if they had given us a lvl 40 enhanceable instead.

However, what good does 10 dex do me if I don't have dex superstated? It doesn't even add a single point of anything to my character because level 40 makes anything below something like 50-100 dex completely negative.

If I run a Con/End build, or a Con/Rec build, why would I need a handful of dex, ego, or pres? Or str? Any small amount of this stuff is next to useless with the way things scale.

To my min/maxing mind, those pieces are completely ruined for any of my uses.

67 Recovery for my Recovery Superstat? Or 47 intelligence, 30 presence, 15 X, 12 Y, etc? Mmmm, thanks, I will take the recovery.


The only reason I can see having set stats on these items is to promote trade at this level. But honestly, have you seen the AH? The state it is in, I honestly don't even see it being useable for another month if not more.

Oh, and some of these Purple blueprints have broken resource requirements. I saw one that had like 70 pulson particle requirements? I have smahsed tons of stuff, and have only found a total of 30 of those babies.


Beyond the borked purples at 400, I tend to like crafting entire sets of gear focused on one or two key areas.

For instance, I made a set of nothing but +Resist gear. No superstats, but moving my Resists from 22% damage reduction to 54% reduction clearly made a difference when I went to PvP it up. If the opposing team didn't have many if any holds or knockdown or block removal, then I was just about unstoppable. It came at a cost to my damage of course, but boy were they peeved at my resilience.

I tried sets based on Dodge, but it didn't work out near as well as full resists. I also tried a set based around +offense which gave me 22% more damage. Ironically this cost me about 22% damage from loosing the superstats I had on the gear. +Offense needs a look and I think a good boost to even be considered.

I was going to try +fire/toxic/etc procs, but I didn't have the mats on hand. Also, the idea of having proc gear that tells me nothing of it's % chance or even damage on that % chance was kind of daunting at the time. Loose 20% damage so I can add 3 fire procs? Will they make up for it? Will 3 even stack? Would more than 1 even work?

I could of course test those, but honestly we need some ingame UI that tells us how our crafting works.

Also, there is a "Serum" enhancement that has a tooltip description of "Test". Does it do anything, or does it need to be removed?



Overall I am pretty happy with the crafting system in this game. It is simple, it is quick, and it can be effective.

Needs some tweaks though.

What I want to see from crafting though, is this:

I realize that crafting won't be better than awesome lair or nemesis or maybe even pvp gear.

But where those items excel in the sheer number of +stat points on them, I would love it if crafted items excelled in customizeability. Not so much the number of stats, but in how you can craft a specilization of items for your character.

Lair items give 200 stats per item? Let crafted give 150, but 150 of exactly what you want, or maybe not even stats but allow you to make an entire set of gear focused on one objective.

A whole set of + crit damage gear. A whole set of + resist gear. A whole set of proc gear. A whole set of steal life on HIT(not death) gear. The list goes on and on.

We do have some customization in crafting, but honestly I think it needs to be taken to another level. Given the 2-3 competing sources for good item collection, crafting needs to be the customizeable option.

Loose out on sheer numbers, but gain on the ability to push your gear selection in 1 specific, if vulnerable and inflexible, direction. Not only is it where crafting should be good at, but it is the only are that can really do it in the first place.
I totally agree. -signed.
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# 3
09-16-2009, 10:47 AM
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While I don't have a crafting at 400 yet (360 or so on my main) I completely agree and would add that this problem happens throughout most of the item design from crafting and even a bit with mission rewards. (though more rarely with missions)
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# 4
09-16-2009, 12:06 PM
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Serum from Science, as seen on dropped items, should add regeneration effect to items, as elixir should, from mysticism.

If you check out prefixes on items, Elixir of xxx dropped throughout the levels, adds a miniscule regen to primary defenses, same with serum of xxx.

But it's totally different on primary utilities, then it adds an effect based on what the suffix is.

I agree with your assessment, as my top three crafters in order are 400 mysticism, 200 arms, 200 science, I just hope omega level crafting will be customizable crafting recipes mostly.
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# 5
09-16-2009, 12:22 PM
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Aye, omega crafting may well be the saving grace for the high end purples, or it could be the same crap we already have just replacing outrageous mats prices for a few quliphothic energy.
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# 6
09-16-2009, 06:22 PM
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Do we have any info on "Omega Crafting"? I haven't heard of it and assume it is in the pipe for future content addition?

Do we have any archived info on how this might turn out, or just hopes?
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# 7
09-16-2009, 07:09 PM
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Quote:
Originally Posted by Decimatus
Do we have any info on "Omega Crafting"? I haven't heard of it and assume it is in the pipe for future content addition?

Do we have any archived info on how this might turn out, or just hopes?
Crafting using the coalesced quliphothic energy is about as much as we know. And based on NPC text you will likely only be able to do OMEGA crafting at UNITY headquarters. This game needs more acronyms.
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# 8
09-17-2009, 01:05 AM
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Quote:
Originally Posted by imweasel
Crafting using the coalesced quliphothic energy is about as much as we know. And based on NPC text you will likely only be able to do OMEGA crafting at UNITY headquarters. This game needs more acronyms.
Quliphothic Energy is henceforth known as "Q-Eenergy".



Hopefully they add this Omega Crafting in, or at least upgrade and tweak the current system, up to and including the new content expansion coming soon.

I can see the Omega taking longer, though it would be a pleasant surprise to see it come out sooner.
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# 9
09-21-2009, 12:18 PM
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Omega is their overall name for end game stuff too which makes it confusing... but yeah haven't heard a whole lot about it being in there, but I do remember something about it requiring drops from unity/nemisis/endgame 5 man stuff or soemthing...
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# 10
09-21-2009, 01:40 PM
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Quote:
Originally Posted by Decimatus
Sorry. Long, and perhaps rambling.

So I recently did some work getting up to level 400 in Exposure, and then playing around with what I could do with my new(and costly) abilities.

I bought every last blueprint that I could afford minus some of the Great Epiphany items.

Basically at 400 skill you get 2 sets of blueprints, 1 for blue items, and 1 for purple items. The blue blueprints cost 1 Great Epiphany, and the Purples cost 3 Greats and 10g. 1 blueprint per slot.

When I saw the items that cost 3 Great Epiphanies, my first thought was; now those have to be good.

And for someone who wants 3-4 of those exact diluted stats on their item, I am sure they are solid gold.

For most people however, and at the very least myself, we don't want 3 and 4 stats on our items. Especially random assortments of stats that we have no say in.

I just spent 10g and 3 Greats for 2 stats I don't want, and 2 stats that are too low for me to even care about.

In a game so centered around superstats, I would think that the best crafting items would allow you some customization towards that end. But they don't. You have to stick to the lvl 38 enhanceable items.

Now, I am sure on a point for point basis, you get more overall points out of 1 of these purple items than you could if they had given us a lvl 40 enhanceable instead.

However, what good does 10 dex do me if I don't have dex superstated? It doesn't even add a single point of anything to my character because level 40 makes anything below something like 50-100 dex completely negative.

If I run a Con/End build, or a Con/Rec build, why would I need a handful of dex, ego, or pres? Or str? Any small amount of this stuff is next to useless with the way things scale.

To my min/maxing mind, those pieces are completely ruined for any of my uses.

67 Recovery for my Recovery Superstat? Or 47 intelligence, 30 presence, 15 X, 12 Y, etc? Mmmm, thanks, I will take the recovery.
I personally never choose the single stat. I would much rather have multiple stats that add up to a lot more stat points in the end. Having said that though I definitely agree that if my toon doesn't have or use STR or PRE or whatever stat, giving me +20 to it really does me no good and I would just be better off choosing a single stat item in the end.

Quote:
The only reason I can see having set stats on these items is to promote trade at this level. But honestly, have you seen the AH? The state it is in, I honestly don't even see it being useable for another month if not more.
You just have to know how to post your wares. :D

I have probably posted upwards of 100 items on the AH and if my mailbox is any indication, sold roughly half of them. It has pretty much bankrolled my crafting.

Quote:
For instance, I made a set of nothing but +Resist gear. No superstats, but moving my Resists from 22% damage reduction to 54% reduction clearly made a difference when I went to PvP it up. If the opposing team didn't have many if any holds or knockdown or block removal, then I was just about unstoppable. It came at a cost to my damage of course, but boy were they peeved at my resilience.
Hummm, that could explain those 1-2 unkillable people I've encountered that hit like a wet paper bag but nigh impossible for even a full group to bring down.

I'm gonna have to try that.

I tried sets based on Dodge, but it didn't work out near as well as full resists. I also tried a set based around +offense which gave me 22% more damage. Ironically this cost me about 22% damage from loosing the superstats I had on the gear. +Offense needs a look and I think a good boost to even be considered.

Quote:
Also, there is a "Serum" enhancement that has a tooltip description of "Test". Does it do anything, or does it need to be removed?
I'm 400 Science, mutations and have seen the exact same thing. I was tempted to buy it but then decided against it. I also forgot to bug this in game so maybe we could get a response from AP about it.
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