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Jah

First Legendary Weapon?

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We didn't get great rolls on this. We had a goal to craft a legendary weapon and we attained that goal. We believe it to be the first player craft legendary. Jah and Gradishar spent a lot of time over the last few weeks helping with this effort. They along with other Winterblades members deserve a lot of the credit for getting this done. 
 


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Congrats on the Legendary! Did you use all legendary materials or did you get lucky on bootstrapping? 

The stats on weapons are so low. Half a % chance to crit and 4 attack power. Meanwhile minor disc adds 350 attack power. 

126 top end damage is pretty strong. 

Don't get me started on PCM. 


Blazzen <Lords of Death>

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8 hours ago, blazzen said:

Congrats on the Legendary! Did you use all legendary materials or did you get lucky on bootstrapping? 

The stats on weapons are so low. Half a % chance to crit and 4 attack power. Meanwhile minor disc adds 350 attack power. 

126 top end damage is pretty strong. 

Don't get me started on PCM. 

We used all legendary material. 

I think base stats for quality should go up for each level of quality. Meaning when you make a blue and purple hilt the blue might be -.110 PCM and the purple would be -.115PCM. The gap might even need to be smaller since the number can change quite a bit on a good roll. It should also change the base damage.

 


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It's basically an average Legendary because we did single pip experiments to be conservative. With more risk it could have been a lot better, or a lot worse.


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9 hours ago, Tark said:

We used all legendary material. 

I think base stats for quality should go up for each level of quality. Meaning when you make a blue and purple hilt the blue might be -.110 PCM and the purple would be -.115PCM. The gap might even need to be smaller since the number can change quite a bit on a good roll. It should also change the base damage.

 

I completely agree with this, while I do like the Experimention ideas and systems-completely limiting the stats of items to RNG is problematic IMO. I would love to see Experimention Points as a Constant Value based on your Training and slight increases to the Baseline for having better quality components.

 

Grey-0 White 5% Green 10% Blue 15% Epic 20% Legend 25%

 

In this way a weapon with base damage 50-100 would have a different bottom based on ingredients. That baseline number could then be Experimented on to achieve even better results with a maximum ceiling implemented. This would make sure that Gear is not the be all end all in determining a fight but is still of value.

 

Also AP, SP, Stamina/Resource and HP need a substantial boost in terms of how much gear gives. Again, I do not think gear should determine a character at all...but you should feel a difference. +2.5 HP is quite underwhelming, in Skills and in Gear.


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