PlaneShift

  • Status Closed
  • Percent Complete
    100%
  • Task Type Bug Report
  • Category Rules → Crafting Transformations
  • Assigned To
    Davide Vescovini
  • Operating System
  • Severity Low
  • Priority
  • Reported Version
  • Due in Version Undecided
  • Due Date Undecided
  • Votes 8
  • Private
Attached to Project: PlaneShift
Opened by Hirene Penifur - 21.06.2013
Last edited by Talad - 21.08.2021

FS#6038 - Crystal enchanting is too slow and gives few practice in magic skill

I just made some experiements with echanting gems to enchanted crystals.

Here’s some settings and the results:

I had level 170 in magic way, and I buffed it up to 190 with a helmet and a shield.
I was able to make 6 diamonds out of 17 tries for the first time (35% success rate).
Enchanting process has taken about netto 51 minutes.
On second case, I was working for 93 minutes for 12 gems out of 31 (39% success rate).

I haven’t tested sapphires, emeralds and rubies on my level, but I suppose I could be able to enchant those much faster. I’m also sure that there’s a formula to determine the enchanting time and the success of the enchanting depending on the way level of a mage.

At level 170 diamond enchanting duration was 180 seconds and I got 45 practice points in way skill.
At level 190 diamond enchanting duration was 172 seconds and I got 43 practice points in way skill.

I don’t think it’s expectable from players to spend at least 51 minutes for making 6 enchanted diamonds.
Or you can’t expect players to work 1.5 hours for 12 diamonds.

The success rate (about 1/3) is not expectable either at level 190.

If I would be casting spells for 180 seconds, I would get about 530% (5.3x) more experience in way skill.
Therefore enchanting is not good for leveling a magic skill either.

Conclusion:
My conclusion is that the enchanting process takes too many time due giving very few practice in skill and has too low success rate.

Suggestions, I would:
• half the enchanting time in general, so at level 170 process would take only 90 secs, not 180,
• double the success rate of enchanting a crystal from a gem (This has no effect on skill practice points.),
• double the practice points for the skill.

The results would be (at level 170):

12 gems out of 16 tries in 24 minutes for 1440 practice points,
instead of
12 gems out of 31 tries in 93 minutes for 1395 practice points.

or:

6 gems out of 9 tries in 13.5 minutes for 810 practice points,
instead of
6 gems out of 17 tries in 51 minutes for 765 practice points.

Level 170 in a magic way is considerable high level, so it should produce much faster enchanting process.
But it should be aligned for the formula calculates all the durations for different gem types and way levels.

Summary:
The main goal is to speed up enchanting and giving decent practice in skill regarding the time a player has spent with the process (instead of hunting with spells).
When you use your magic skill, you get something as a reward: loots in case of hunting, enchanted gems for enchanting.
There’re some mages who don’t use offensive spells, they would need a proper alternative to raise their magic practice and levels, enchanting could be one of those.
There’s no reason why enchanting should give only 20-30% of practice points compared to spell casting.

The rule formulas for gem enchanting should be modified to balance efforts and rewards.

The task blocks this from closing
ID Project Summary Priority Severity Assigned To Progress
2656 PlaneShift FS#2656 - list of crafting bugs Low Davide Vescovini, Tuathanach
0%
Closed by  Talad
21.08.2021 14:46
Reason for closing:  Fixed
Franz Sauerzopf commented on 22.06.2013 10:08

And, when you npc sell lower level gems, because you are not so highly ranked, you loose a huge amount of tria. So, for training intermediate level magic, enchanting is a _big_time failure. (May be intended, though?)

bonifarz commented on 22.06.2013 12:03

Can it be that some of these rules were designed to encourage the use of high quality gems? Mining those was impossible for a long time and maybe still is, but maybe the idea is to have near 100% enchanting success rates when the gems are of better quality.

Tay commented on 22.06.2013 12:04

Full agreement from me on this one. I'm not really too fussed on how it's changed, just feel it really dose need changing. I'd like the time needed to be shortened especially I think… Such a long amount of time with nothing to interact with is just an amazingly good way to get someone bored and impatient with the game. And I don't think that's what we want players to be feeling.

nobody special commented on 23.07.2013 18:40

you can also buff yourself significantly with potions, one each of the three three-way potions (minor, major and potion) and one each of the two single way potions. I've managed to get over a 100 levels this way with imperfect potions.

Hirene Penifur commented on 22.08.2013 09:30

Thank you for fixing this!
I think the new enchanting practice rules are fair and satisfying!
I think this task can be closed :)

Erodare Lenizus commented on 11.11.2013 08:41

This isn't anywhere close to fixed. I realize when Enchanting was first introduced it became an exploit for magic training, but the current situation is a serious over-reaction. I suggest the following:

Change the Enchanter to a 4-slot auto-container so you don't have to click the Use button.
- keep the transform at singles, not stacks, so you can only do up to 4 at a time per enchanter.
- perhaps consider a conbine in front of the transform with a blood or poison animal parts loot item.

Transform time should be max 30-seconds, min 5 seconds, linear decrease based on level up to level 100, floored at 5 seconds for any level above 100.

Mental Stamina burn rate should reflect the number of concurrent transforms one has going, thus making it difficult to load up multiple Enchanters at once, and the transform should fail to start if you don't have enough mental stamina to complete it based on total current burn rate.

Practice for success: 2
Practice for failure: 1
- currently the practice is much higher, too high IMHO

Success rate min 95%, increasing to 100% at level 100 and above, more similar to other crafting.
- magic dust isn't useful in combat with weapons, and the resistance to opposing magic isn't really valuable, and it offers no buff in magic output power
- IMHO the dust should be treated as a garbage item, disposable, worthless, and the enchanter should destroy it if left in the container for more than a minute or so.

Possible extension: if mental stamina is exhausted before the transform completes, halve the success rate. Recovery spells will only slow down the drain of mental stamina if you have multiple transforms going, so unless a player wants to spend a lot of tria on potions to keep it above zero, this adds another exploit limiter.

Try to remember this is a GAME. Long-running tasks break the engagement of the player and promote botting.

Davide Vescovini commented on 28.12.2013 12:06

Me and Tuathanach recently revised the time, skill min and max requirements and fixed the values if they were wrong or too big. Available at the next server update.

Erodare Lenizus commented on 07.01.2014 17:59

So with the recent changes, Enchanting really isn't much better.

Red Way: 151(163) - Master Level
Material: Rubies and Fire Glyph
4 stacks took about 40 minutes to process, one at a time.
No apparent mental stamina drain now (Will 230, Int 250, Cha 200)
20% went to dust…zero value
Practice is low
Average Quality: 100
Average Price: 105 tria, net 20.5K

Compared to Metallurgy:
Skill Level: 97
Material: Silver Ingots
4 stacks run through 4 times in about 40 minutes
100% success rate
Ranked up twice
Average Quality: 230
Average Price: 560 tria , net 145.6K

Take Away… At 30% lower skill in Metallurgy, the income from the silver ingots is over 7 times that of Enchanting
- A Q100 silver ingot is worth nearly twice that of a Q100 Flaming Ruby, and requires half the Metallurgy skill to produce.
Quality of enchanted gems is much too low for a skill level of 151(163)…should be Q300 at master level.
Enchanting is a once-through process…cannot repeat to improve the quality
Enchanting requires a lot more clicking versus stack splitting of ingots
Metallurgy is busy, Enchanting is mostly waiting idle

If you only consider the enchanted gems as intermediate items, then the story gets worse for Enchanting as you must then factor in the materials and training costs of the armor they'll be combined with. The only way a mage can get a decent price for the gems is to partner with an armor crafter who can embed the gems and sell the finished armor, but they will want most of the profit as they'll have most of the investment in materials and training of two skills to support.

Davide Vescovini commented on 07.01.2014 18:41

The two tests cannot be compared for the following reason:
- skill ranks are very different (97 vs. 151)
- the process min requirement compared to the skill rank are very different, obviously you can't expect a lot to gain the same amount of practice
- same can be said for the price: silver ore is much more worth than a ruby crystal
You should try to enchantment diamonds or sapphire to gain more practice and trias.

Erodare Lenizus commented on 28.05.2020 19:12

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