Spellcrafting blanks

Started 18 Jun 2020
by Galtazar
in Ask the Team
I made a polished quality 99 necklaceblank. It had imbue value 32 and I over charged it to 37.
Imbue: 37.5/32 (Quality: 99)
Gem 1: Polished Dusty Shielding Jewel (9% Body)
Gem 2: Polished Icy Shielding Jewel (9% Cold)
Gem 3: Polished Heated Shielding Jewel (9% Heat)
Gem 4: Polished Vapor Essence Jewel (16 Dexterity)

Spellcrafting went fine. The spellcrafted stats on the blank checked ok to:
9% Body
9% Cold
9% Heat
16 Dexterity

But when I /used the item, stats changed to:
Constitution 49
Heat 9%

What did I do wrong?
Thu 18 Jun 2020 7:49 PM by shintacki
Lol you can spellcraft blanks? Seems like an oversight.

Just so you know blanks are meant to be /used all on their own and they generate random stats, youre not meant to spellcraft anything in the jewelry slot other than the new mechanic to increase pre-existing stats.
Thu 18 Jun 2020 7:55 PM by Galtazar
Thanks for info. I thought this jewelery crafting was useful, but I was wrong lol
Fri 19 Jun 2020 9:39 AM by Astaa
It is incredibly useful but there is a huge RNG hurdle, I have made hundreds of blanks and converted them on my various toons. So far I have had 3 100+ single utility items, several 80 and 90s, a whole bunch of 70s and an absolute ton of sub 60 junk.

I've probably spent at least 100p on it but from that I have 100% weaponless templated a NS, champ and hero, mainhand free a ranger, plus cap templated a ment, animist and warden. Also made some OK money back from rogs that were decent but I couldn't use.
Fri 19 Jun 2020 5:42 PM by Galtazar
Yes you are right. Some of the items got good stats, but my point is that why is it possible to spellcraft blanks, while the stats added disappear when you activate it
Fri 19 Jun 2020 8:52 PM by Icess
The New system is Broken or is intentionally bad....I have made many many Blanks before this it was Not easy or cheap....Now its close to Useless... This wasnt just an added system it was also a Nerf of Blanks to Force you to work them for even more cost....
Fri 19 Jun 2020 8:57 PM by gotwqqd
Make
Accessories
Great
Again
Mon 22 Jun 2020 8:21 AM by Astaa
Galtazar wrote:
Fri 19 Jun 2020 5:42 PM
Yes you are right. Some of the items got good stats, but my point is that why is it possible to spellcraft blanks, while the stats added disappear when you activate it

You're not supposed to add stats to the blank, that's not the point to them. They are essentially an encounter roll for a ROG, so by using it you get 'dropped' an item. The stats and skills are determined by various rolls as they would a drop from an NPC, but in this case the stats/skills can only be those useful to the class activating the blank.

So a NS might roll an item with stats, resists, stealth and envenom and a champ would get one with stats, resists, shield, parry etc

The quality heavily determines the imbue value of the item, with anything less than 98 being junk, however, you still get junk ROGs from higher quality blanks, even had junk from MP blanks.

My only issue with the system as a whole is the high amount of junk from 99/MP blanks

I would prefer a system like so;

MP always gives a 85+ utility item
99 always gives a 75+ utility item
98 always gives a 60+ utility item

Perhaps with some further weightings for class, so that those that absolutely need high utility ROGs get slightly higher utility, which seems to be the case at the moment...some temps are obscenely easy, some hard.

...and I get what they are doing with the boosting system but I just think it's far too expensive.
Mon 22 Jun 2020 1:11 PM by gotwqqd
Astaa wrote:
Mon 22 Jun 2020 8:21 AM
Galtazar wrote:
Fri 19 Jun 2020 5:42 PM
Yes you are right. Some of the items got good stats, but my point is that why is it possible to spellcraft blanks, while the stats added disappear when you activate it

You're not supposed to add stats to the blank, that's not the point to them. They are essentially an encounter roll for a ROG, so by using it you get 'dropped' an item. The stats and skills are determined by various rolls as they would a drop from an NPC, but in this case the stats/skills can only be those useful to the class activating the blank.

So a NS might roll an item with stats, resists, stealth and envenom and a champ would get one with stats, resists, shield, parry etc

The quality heavily determines the imbue value of the item, with anything less than 98 being junk, however, you still get junk ROGs from higher quality blanks, even had junk from MP blanks.

My only issue with the system as a whole is the high amount of junk from 99/MP blanks

I would prefer a system like so;

MP always gives a 85+ utility item
99 always gives a 75+ utility item
98 always gives a 60+ utility item

Perhaps with some further weightings for class, so that those that absolutely need high utility ROGs get slightly higher utility, which seems to be the case at the moment...some temps are obscenely easy, some hard.

...and I get what they are doing with the boosting system but I just think it's far too expensive.
Agree
But then the 99/100 need to be rarer
And then they need some way to convert 95-98 pieces to higher quality
Maybe with the Fibonacci escalation
2 95 for a 96
3 96 for a 97
5 97 for a 98
8 98 for a 99
13 99 for a MP
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