Shunidar
03-17-2005, 10:11 PM
<DIV>With the crafter love from the patch this morning, I wanted to take a relatively objective on roughly how many non-consumable goods the average crafter has to offer the average adventurer. I will exclude any suggestions or opinions from this post, just rough calculations. <P><SPAN>This is by no means a X class has it worse than Y class, but I think it does offer some perspective on the archetypes. The following "guesstimations" are assuming each of the 4 adventure archetypes occupy 25% of the adventuring player base. This is by no means an account of who has it better as not all crafted goods are created equal. In other words, this does not take into account how useful made items are or how many of these crafted items you might use dropped or heritage items for.</SPAN></P> <P><SPAN></SPAN> </P> <P><SPAN>How it works: I calculate out how many NON-consumable goods a crafter has to offer the adventuring player base per tier. The number underlined and bolded, represent how many good that crafter is capable of offering an average adventurer in any given tier (20-29, 30-39, 40-49). This makes no calls on how useful that item may or may-not be.</SPAN></P> <P><SPAN></SPAN> </P> <P><SPAN><U><STRONG>Scholar Class</STRONG></U></SPAN><SPAN>:</SPAN></P> <P><SPAN>Sage: offer roughly 14 spells per subclass they service in each tier. That is 50% of the archetypes at 14 spells per toon (14*0.5), that gives roughly <SPAN><U><STRONG>7</STRONG></U></SPAN> non-consumables sages are able to offer the average adventurer.</SPAN></P> <P><SPAN>Jewler: offer 7 slots of jewlery to 100% of the archetypes and 25% of archetypes arts at ~14 arts per class. That gives about <SPAN><STRONG><U>10.5</U></STRONG></SPAN> non-consumables per your average adventurer.</SPAN></P> <P><SPAN>Alchemist: offer ~14 arts per tier to 25% of the archetypes. This gives about <SPAN><U><STRONG>3.5</STRONG></U></SPAN> non-consumables to the average consumer.</SPAN></P> <P><SPAN><U><STRONG>Outfitter Class</STRONG></U></SPAN><SPAN>:</SPAN></P> <P><SPAN>Armorer: Can offer 7 pieces of armor to 14/24 subclasses (~58%). This yields about <SPAN><U><STRONG>4</STRONG></U></SPAN> non-consumables to the average consumer per tier.</SPAN></P> <P><SPAN>Weaponsmith: Can offer 1, sometimes 2 (1.5 for argument) pieces of equipment to 22/24 subclasses (excluding monks and bruisers...and I am unsure about bruisers. (feel free to correct me). The weapons that weaponsmihts make overlap with the weapons a woodworker can make, with the exception of scouts who cannot use wooden weapons.<SPAN> </SPAN>If everyone who can use both (16/24 classes or 66.7%) go half with woodworkers and half with weaponsmiths, that adjustment comes out {(.667*1.5*.5)=0.5} That yields <SPAN>1.38-.5 = </SPAN><SPAN><U><STRONG>0.88</STRONG></U> </SPAN>non-consumables per consumer.</SPAN></P> <P><SPAN>Tailor: Can make 7 armor pieces for 41.6% (10/24 subclasses) per tier. Tailors are also responsible for making backpacks, which is 6 more for everyone. That is <SPAN><U><STRONG>8.9</STRONG></U></SPAN> non-consumables per consumer.</SPAN></P> <P><SPAN><U><STRONG>Craftsman Class</STRONG></U></SPAN><SPAN>:</SPAN></P> <P>Woodworker:<SPAN> </SPAN>Woodworkers provide crush weapons to 18 of the 24 subclasses, of which they share the business of 16 subclasses with weaponsmiths (that is until handwraps are properly implemented).<SPAN> </SPAN>That calculation is all of 1.5 weapons for 2 subclasses and half of the business of 14 subclasses.<SPAN> </SPAN>So far, that comes out to a bit less than 0.7.<SPAN> </SPAN>They can also provide a shield to all archetypes (although scouts rarely use roundshields, they will be included in this demonstration (so, +1 overall).<SPAN> </SPAN>The can also provide a bow to 7/24 classes I believe (+0.3).<SPAN> </SPAN>Overall, woodworker can offer about <U><STRONG>2</STRONG></U> items to the average adventurer.</P> <P>Provisioner:<SPAN> </SPAN>They have <U><STRONG>0</STRONG></U> overall non-consumable items to offer.<SPAN> Not a fair comparison in this model as they are consumables only by design</SPAN>.</P> <P>Carpenter:<SPAN> </SPAN>A bit of a special case, and not a fair comparison here.<SPAN> </SPAN>(not that carpenters don’t need love)</P> <P><U><STRONG>Summary:</STRONG></U></P> <P>Armorer: 4</P> <P>Weaponsmith: 0.9</P> <P>Tailor: 8.9</P> <P>Woodworker: 2</P> <P>Alchemist: 3.5</P> <P>Jewler: 10.5</P> <P>Sage: 7</P> <P>Again, let me stress, I do not mean this post as an X class has it better than Y class.<SPAN> </SPAN>It is merely a VERY rough numerical comparison of about how many NON-consumable goods a given artisan has to offer in comparison to other artisans. Many of these classes that offer few non-consumables make up for it with very useful goods or lots of consumable items. I will reserve judgement, however, on the nature of that usefullness in comparison to other classes in this thread.</P></DIV>