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SMITHING..how so


Started by Konahrik
Post #17317
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Ebonheart Pact (Dunmer)

This is my opinion on how armor and weapons should work. Every armor every weapon type has the same base def/offence value.

Increases in these values should come from

skill lvl - 1 to 100

enchantments - base % increased by #

skill perks - base % increased by #

smithing lvl - 1 to 100

Now bringing smithing into play means two things

people can upgrade their own items or seek out other players with higher skill lvl in smithing and the armor/weapon type perks which increase the base % bonus value even higher.

This will keep players interacting and when perking into your smithing your perks can specialize you into be a master of your desired weapon choice and armor choice..

Just my opinion

Oh btw this system allows for every weapon and armor type to be not gimped so we dont see 1million players running around in the best armor(daedric) wielding a daedric claymore.

If perked right a person in elven armor and a steel sword will have the same end stats as above.
This post was last modified: December 11th 2012 10:25 AM by Konahrik
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Post #17321
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536
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Ebonheart Pact (Dunmer)
Its an idea, to be sure.

I, for one, will be amazed if there isn't some sort of small restriction on the usefulness of armor/weapons on some classes.

Let me explain real quick: player X is a warrior archetype, he can increase his heavy armor skill to 100 -- getting the full bonus. Player Y is a mage archetype, he can increase his light armor skill to 100, his medium armor skill to 50, and his heavy armor skill to 25.

THIS DOESN"T MEAN YOU CAN"T USE HEAVY ARMOR ON A MAGE, CALM DOWN! It just means the gear is optimized for certain classes.

Smithing might allow a player to increase his armor rating of choice by a certain amount, etc.


Grand Marshal of
The Buoyant Armigers
An Official TESOF Guild : Hardcore PvP/PvE


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Post #17331
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138
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Ebonheart Pact (Dunmer)

Na they all will be able to be increased to 100 its just that the hp/mp/stam setup of a warrior has less mp and the mage requires higher and everytime you choose which you want you can bonuses.

Like the more you put points into hp you gain more hp regeneration.
Same as mp.

Armor and weapons are confirmed no limits.
Mp hp stam are very important too your playstyle. as are your skill choices.
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Post #17334
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9
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Daggerfall Covenant (Breton)
This is interesting, but what do you give a PvE player for a reward for killing Giganto Mudcrab Guy?


I took an arrow to both knees...and kept adventuring anyway.
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Post #17335
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137
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Ebonheart Pact (Argonian)
Again, I think having a quality value attached to all items (as in DAoC) can rectify this.

Having all weapons be at the same base dmg is wrong, IMHO. What should be the same is crafting ability. Let me explain:

Loot drops would all have a "damaged" quality value, maybe between 0.50 and 0.75. In order to get the best quality weapons, you need to get it crafted. And the way crafting could work is that the ability of a crafter is what equalizes the effective damage of any weapon they craft.

For example, if you are level 75 in crafting, and a steel sword is base 10 dmg and a glass sword is base 16 dmg, you might be able to craft 1.00 quality steel swords, but only 0.62 quality glass swords. This would give both swords an effective dmg of 10. As you gain more levels in crafting, eventually the effective damage of higher level weapons would go up. At 100 crafting, maybe you can craft 1.50 quality steel swords (basically "epic"), but only 0.75 quality daedric. Still, both would have the same (or very similar) effective dmg.

And all of those qualities would be affected by the quality of the ingredients. Perhaps at 100 crafting you can in fact craft 1.00 quality daedric swords, but the vast majority of ebony and daedra hearts you find are 0.75 quality or less. This would make finding high quality crafting materials a very lucrative business. It would also make high level swords (eg Daedric) that actually do more damage than the medium level, perfectly crafted swords (eg Steel) much more rare and valued. Most Daedric crafted swords would not do all that much more damage than steel.
This post was last modified: December 11th 2012 10:47 AM by Cools-His-Hands
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CedarLilly
Post #17338
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(December 11th 2012 10:45 AM)Cools-His-Hands Wrote:  Again, I think having a quality value attached to all items (as in DAoC) can rectify this.

Having all weapons be at the same base dmg is wrong, IMHO. What should be the same is crafting ability. Let me explain:

Loot drops would all have a "damaged" quality value, maybe between 0.50 and 0.75. In order to get the best quality weapons, you need to get it crafted. And the way crafting could work is that the ability of a crafter is what equalizes the effective damage of any weapon they craft.

For example, if you are level 75 in crafting, and a steel sword is base 10 dmg and a glass sword is base 16 dmg, you might be able to craft 1.00 quality steel swords, but only 0.62 quality glass swords. This would give both swords an effective dmg of 10. As you gain more levels in crafting, eventually the effective damage of higher level weapons would go up. At 100 crafting, maybe you can craft 1.50 quality steel swords (basically "epic"), but only 0.75 quality daedric. Still, both would have the same (or very similar) effective dmg.

And all of those qualities would be affected by the quality of the ingredients. Perhaps at 100 crafting you can in fact craft 1.00 quality daedric swords, but the vast majority of ebony and daedra hearts you find are 0.75 quality or less. This would make finding high quality crafting materials a very lucrative business. It would also make high level swords (eg Daedric) that actually do more damage than the medium level, perfectly crafted swords (eg Steel) much more rare and valued. Most Daedric crafted swords would not do all that much more damage than steel.

So the PvE drops are certain quality swords/different metals and better ingredients? And the same for the armor?


I took an arrow to both knees...and kept adventuring anyway.
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Post #17341
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Ebonheart Pact
Argonian
(December 11th 2012 10:45 AM)Cools-His-Hands Wrote:  Again, I think having a quality value attached to all items (as in DAoC) can rectify this.

Having all weapons be at the same base dmg is wrong, IMHO. What should be the same is crafting ability. Let me explain:

Loot drops would all have a "damaged" quality value, maybe between 0.50 and 0.75. In order to get the best quality weapons, you need to get it crafted. And the way crafting could work is that the ability of a crafter is what equalizes the effective damage of any weapon they craft.

For example, if you are level 75 in crafting, and a steel sword is base 10 dmg and a glass sword is base 16 dmg, you might be able to craft 1.00 quality steel swords, but only 0.62 quality glass swords. This would give both swords an effective dmg of 10. As you gain more levels in crafting, eventually the effective damage of higher level weapons would go up. At 100 crafting, maybe you can craft 1.50 quality steel swords (basically "epic"), but only 0.75 quality daedric. Still, both would have the same (or very similar) effective dmg.

And all of those qualities would be affected by the quality of the ingredients. Perhaps at 100 crafting you can in fact craft 1.00 quality daedric swords, but the vast majority of ebony and daedra hearts you find are 0.75 quality or less. This would make finding high quality crafting materials a very lucrative business. It would also make high level swords (eg Daedric) that actually do more damage than the medium level, perfectly crafted swords (eg Steel) much more rare and valued. Most Daedric crafted swords would not do all that much more damage than steel.

I agree with a durability level which would make smiting a more valuable ability. I barely smith on single player games because I don't like to but if there was a reason like repairing my weapon's durability, I'd do it more. Or for staves the magic could need restoration after using it so much.


"I grow restless. As does my blade."
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Post #17344
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(December 11th 2012 10:55 AM)Brutulus Wrote:  So the PvE drops are certain quality swords/different metals and better ingredients? And the same for the armor?

Exactly. PvE drops would always be lower quality than crafted. You'd be using them for the enchantments more than the effective damage. Everyone won't be using loot-drop daedric swords when a crafted steel sword is the same or better effective damage.

As for quality of crafting materials: Can you imagine... the only place you can find the highest quality ebony is a system of mines in Cyrodiil. Risky expeditions would need to be made into PvP territory in order to get the best crafting materials. If you can garrison those mines, you prevent enemy factions from accessing these high quality materials.

And if only so much ebony can be mined at once, only a trickle of people will be getting the best possible crafted armour, and probably paying a hefty price for it, or doing the crafting and mining themselves.
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Post #17345
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The quality thing is nice but this also means everyone running around in the same gear rendering all others useless
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Post #17346
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(December 11th 2012 11:04 AM)Cools-His-Hands Wrote:  Exactly. PvE drops would always be lower quality than crafted. You'd be using them for the enchantments more than the effective damage. Everyone won't be using loot-drop daedric swords when a crafted steel sword is the same or better effective damage.

As for quality of crafting materials: Can you imagine... the only place you can find the highest quality ebony is a system of mines in Cyrodiil. Risky expeditions would need to be made into PvP territory in order to get the best crafting materials. If you can garrison those mines, you prevent enemy factions from accessing these high quality materials.

And if only so much ebony can be mined at once, only a trickle of people will be getting the best possible crafted armour, and probably paying a hefty price for it, or doing the crafting and mining themselves.

That would definitely encourage PvE to PvP and vice-versa.


I took an arrow to both knees...and kept adventuring anyway.
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Post #17347
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And ofc their will be repair <3
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Cools-His-Hands
Post #17348
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Yesh, durability. I miss that from Morrowind and DAoC. Always keep your armour and weapons in good repair!
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Post #17349
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(December 11th 2012 11:08 AM)Konahrik Wrote:  The quality thing is nice but this also means everyone running around in the same gear rendering all others useless

This was the point of my post about enchantments being the reward instead of gear. Hell, make smithing hammers a drop, I dunno. It's all good stuff, if it could just be mashed together somehow. I would just love to fix the looking in the mirror problem of everyone in a class wearing the exact same sh!t.


I took an arrow to both knees...and kept adventuring anyway.
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Post #17351
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(December 11th 2012 10:36 AM)Konahrik Wrote:  Na they all will be able to be increased to 100 its just that the hp/mp/stam setup of a warrior has less mp and the mage requires higher and everytime you choose which you want you can bonuses.

Like the more you put points into hp you gain more hp regeneration.
Same as mp.

Armor and weapons are confirmed no limits.
Mp hp stam are very important too your playstyle. as are your skill choices.

They confirmed that you can wear what you want, they haven't said that every class will be equal statistically (the supposed 100 skill you mentioned) when said items are worn.

Yes the triple vitals will dictate many things about your particular character, and yes, perks will affect stuff too. But we don't know about what perks will do to what you wear -- for example, a dragon knight might get a perk that beefs up his armor rating when wearing all heavy armor, and the mage might get something similar for light armor. If there was no advantage for a mage to wear light armor, why are people wearing robes in the gameplay footage we've seen?

That's all I'm saying.

And additionally, the DAoC quality system would be awesome. Just thought I'd get that out there.
This post was last modified: December 11th 2012 11:20 AM by Reichmar12


Grand Marshal of
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An Official TESOF Guild : Hardcore PvP/PvE


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Post #17352
Banned

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Perking in smithing what you guys think

obvious ones are flat % value increases.

How about perks that give items more durabilty.

Or increased magical resistance

or less dmg taken from power attacks/crits

or shield when blocking causes dmg to attacker.

Throwing out ideas
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