View Full Version : Crafter clothing ? (with the scope of TS dev?)
Jesdyr
09-11-2007, 12:48 PM
Is there any items in the game that have - power on them ? If not, how hard would it be to add some crafting clothing that would decrease your power pool? Maybe this could be added as a low level crafting quest reward or something?
Calthine
09-11-2007, 01:07 PM
<cite>Jesdyr@Unrest wrote:</cite><blockquote>Is there any items in the game that have - power on them ? If not, how hard would it be to add some crafting clothing that would decrease your power pool? Maybe this could be added as a low level crafting quest reward or something? </blockquote>Why don't you just take off the +power clothing and use the new appearance slot? There, -power :p
Jesdyr
09-11-2007, 02:27 PM
<cite>Calthine wrote:</cite><blockquote><cite></cite>Why don't you just take off the +power clothing and use the new appearance slot? There, -power :p</blockquote>That isn't -power .. that is not having +power <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY<img mce_tsrc=" />" />Everyone but my lvl 17 guardian / 70 carp crafts "mostly" naked. The problem is that the power usage vs regen rate gives the low Adv character an advantage. Giving the high adv crafters some - power clothes would help even things up a bit. This wouldn't effect me at all since my only high adv/low craft character is also my coercer who has massive amounts of regen so it isnt a problem. How about a -x power chest slot adornment .. x increases by tier .. give the adornment to whatever class needs some lovin. This should be a 1 powder type of adornment. If it was given to transmuters I am sure they would be on the broker for very very little in no time. Edit - .. nevermind .. that wouldnt work since fluff armour is almost all lvl 1.
Calthine
09-11-2007, 02:43 PM
<cite>Jesdyr@Unrest wrote:</cite><blockquote><cite></cite>How about a -x power chest slot adornment .. x increases by tier .. give the adornment to whatever class needs some lovin. This should be a 1 powder type of adornment. If it was given to transmuters I am sure they would be on the broker for very very little in no time. Edit - .. nevermind .. that wouldnt work since fluff armour is almost all lvl 1. </blockquote>No reason it wouldn't work, they can make the adornments any level they want. I think there's be a risk of reducing your power pool too much though, they'd have to restrict it. Can't use power Arts if your power pool = zero, lol.
Jesdyr
09-11-2007, 03:01 PM
<cite>Calthine wrote:</cite><blockquote><cite></cite>No reason it wouldn't work, they can make the adornments any level they want. I think there's be a risk of reducing your power pool too much though, they'd have to restrict it. Can't use power Arts if your power pool = zero, lol.</blockquote>which is why adornment tiers would work well. Example (numbers pulled from thin air) -a lvl 20 characters (any class naked) MIN power would be 200a T3 Crafter chest adornment would provide -20 powerThis would mean you would have to use a chest item that is at least lvl 20 so that it will accept the T3 adornment. This rules out all the status merchant items as well as the tailored fluff items since they are lvl 1. I guess there are some items in each tier that would work well for this (vendor trash armour with no stats). So maybe this would work.
LaurnaRose Fauldorn
09-11-2007, 03:02 PM
<cite>Calthine wrote:</cite><blockquote><cite>Jesdyr@Unrest wrote:</cite><blockquote><cite></cite>How about a -x power chest slot adornment .. x increases by tier .. give the adornment to whatever class needs some lovin. This should be a 1 powder type of adornment. If it was given to transmuters I am sure they would be on the broker for very very little in no time. Edit - .. nevermind .. that wouldnt work since fluff armour is almost all lvl 1. </blockquote>No reason it wouldn't work, they can make the adornments any level they want. I think there's be a risk of reducing your power pool too much though, they'd have to restrict it. Can't use power Arts if your power pool = zero, lol.</blockquote>I have actually mentioned this before as part of my idea for "Tradeskill Clothing". TS clothes should include stats such as + to TS skill, + to success/durability/progress chances, - power pool by % (rather than # to avoid getting less than 0 power pool), + weight limit, chest and leg items w/pockets (which would act like bags allowing for additional storage), maybe even - to fuel/resource cost would be nice. Also, with TS clothing should come restriction by level as they do with advent clothing (IE must be lvl 5 artisan to wear a lvl 5 piece of TS clothing and a lvl 65 crafter to wear lvl 65 item ect).
Jesdyr
09-11-2007, 03:06 PM
<cite>Anobabylon@Befallen wrote:</cite><blockquote><cite></cite>I have actually mentioned this before as part of my idea for "Tradeskill Clothing". TS clothes should include stats such as + to TS skill, + to success/durability/progress chances, - power pool by % (rather than # to avoid getting less than 0 power pool), + weight limit, chest and leg items w/pockets (which would act like bags allowing for additional storage), maybe even - to fuel/resource cost would be nice. Also, with TS clothing should come restriction by level as they do with advent clothing (IE must be lvl 5 artisan to wear a lvl 5 piece of TS clothing and a lvl 65 crafter to wear lvl 65 item ect).</blockquote>Didn't see those but, I like them .. However my goal here is to base this on Adv level. My only goal is to give high level adventurers a way to be on more even ground with the low level adventurers.
greenmantle
09-11-2007, 08:08 PM
<cite>Jesdyr@Unrest wrote:</cite><blockquote><cite>Anobabylon@Befallen wrote:</cite><blockquote><cite></cite>I have actually mentioned this before as part of my idea for "Tradeskill Clothing". TS clothes should include stats such as + to TS skill, + to success/durability/progress chances, - power pool by % (rather than # to avoid getting less than 0 power pool), + weight limit, chest and leg items w/pockets (which would act like bags allowing for additional storage), maybe even - to fuel/resource cost would be nice. Also, with TS clothing should come restriction by level as they do with advent clothing (IE must be lvl 5 artisan to wear a lvl 5 piece of TS clothing and a lvl 65 crafter to wear lvl 65 item ect).</blockquote>Didn't see those but, I like them .. However my goal here is to base this on Adv level. My only goal is to give high level adventurers a way to be on more even ground with the low level adventurers. </blockquote>They already do have an advantage, not getting their buts kicked while harvesting <img src="http://forums.station.sony.com/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" />
LaurnaRose Fauldorn
09-11-2007, 11:14 PM
<cite>greenmantle wrote:</cite><blockquote><cite>Jesdyr@Unrest wrote:</cite><blockquote><cite>Anobabylon@Befallen wrote:</cite><blockquote><cite></cite>I have actually mentioned this before as part of my idea for "Tradeskill Clothing". TS clothes should include stats such as + to TS skill, + to success/durability/progress chances, - power pool by % (rather than # to avoid getting less than 0 power pool), + weight limit, chest and leg items w/pockets (which would act like bags allowing for additional storage), maybe even - to fuel/resource cost would be nice. Also, with TS clothing should come restriction by level as they do with advent clothing (IE must be lvl 5 artisan to wear a lvl 5 piece of TS clothing and a lvl 65 crafter to wear lvl 65 item ect).</blockquote>Didn't see those but, I like them .. However my goal here is to base this on Adv level. My only goal is to give high level adventurers a way to be on more even ground with the low level adventurers. </blockquote>They already do have an advantage, not getting their buts kicked while harvesting <img src="http://forums.station.sony.com/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" /></blockquote>precisely. Lower level TS clothing with - power attached would reduce power by say 1% where the higher level items would reduce power by say 50%. Any TS equiptment should be based on TS level. Allowing Advent lvl to govern use of TS items would be the same as allowing a lvl 70 crafter be allowed to wear lvl70 adventure armor ... and how much do you think that the adventurers would complain about that?
zaneluke
09-12-2007, 06:16 AM
<cite>Jesdyr@Unrest wrote:</cite><blockquote><cite></cite>Everyone but my lvl 17 guardian / 70 carp crafts "mostly" naked. The problem is that the power usage vs regen rate gives the low Adv character an advantage. Giving the high adv crafters some - power clothes would help even things up a bit. This wouldn't effect me at all since my only high adv/low craft character is also my coercer who has massive amounts of regen so it isnt a problem. </blockquote>High lev crafters already have an advantage, they can go out and harvest for themselves. I have a 69 carpenter and a 70 provisioner and craft in full gear. I do not have power issues because i use the lowest power using tradeskill art to push.You know you can make a macro to take off and put back on all your armor with a click of the button right?
VolgaDark
09-12-2007, 09:23 AM
<p>Must be my blonde luck but I don't remember ever having serious power maintenance issues at any level. Nine times out of ten I don't even bother changing in to my crafting outfit unless I know I be crafting for a long while. Anyways ... just mentioning it coz people complaining about low level adventures having crafting leg-up confuse me a little. Yeah sure there's a little difference, but not that much. </p><p>BUT if it really is so much of an issue why not just mentor down to someone? My alchemist is my lowest level adventurer and from time to time she is asked by random strangers if they can group with her and mentor down while crafting ..... so I know it works. </p><p>I have no problem with the OP idea, I just really don't see it as something important since there are other options in game already. (stripping, mentoring, drinking, totems) ...</p>
Jesdyr
09-12-2007, 11:04 AM
<cite>VolgaDark wrote:</cite><blockquote><p>Must be my blonde luck but I don't remember ever having serious power maintenance issues at any level. </p><p>*snip*</p><p>I have no problem with the OP idea, I just really don't see it as something important since there are other options in game already. (stripping, mentoring, drinking, totems) ...</p></blockquote>This is not really for "normal" crafting. You should never has a problem with running out of power while just crafting. This change is all about Rush order writs. That is the only thing this would really effect. I made this suggestion not for myself but for the people who seem to have power issues while doing rush orders even after stripping and using totems. Personally I use everything but mentoring and the only reason I dont mentor is because the only high level adv/low ts is also my coercer who is not lacking in regen. (btw add grouping with bard/enchanter to your list). To the "should be TS based not Adv base" - That makes this worthless. The reason TS power arts use a % not a raw number is to limit the effects of Adv level from tradeskilling. The idea here is to even things out a little more. Basing this on TS would not do that since by the time a lvl 70 adv got the gear designed for a lvl 70, the person would already be a high level crafter.The harvesting comment is BS. One simple reason is that harvesting is not tradeskilling. Yes they are linked, but harvesting is not required to tradeskill. Harvesting only saves you plat but costs you time. Speaking of time, that high level Adv took a lot of time to reach one of the rewards for spending this time is not having every little thing chewing on your leg while you stroll around in enchanted lands or Lava storm or sinking sands. Anyway.... Like I said, this change would have little effect of me personally. I was seeing if others were interested in it and it seems most of you dont understand the goal or do not want it anyway. That's fine ...
LaurnaRose Fauldorn
09-12-2007, 11:35 AM
<cite>Jesdyr@Unrest wrote:</cite><blockquote><cite>VolgaDark wrote:</cite><blockquote><p>Must be my blonde luck but I don't remember ever having serious power maintenance issues at any level. </p><p>*snip*</p><p>I have no problem with the OP idea, I just really don't see it as something important since there are other options in game already. (stripping, mentoring, drinking, totems) ...</p></blockquote>This is not really for "normal" crafting. You should never has a problem with running out of power while just crafting. This change is all about Rush order writs. That is the only thing this would really effect. I made this suggestion not for myself but for the people who seem to have power issues while doing rush orders even after stripping and using totems. Personally I use everything but mentoring and the only reason I dont mentor is because the only high level adv/low ts is also my coercer who is not lacking in regen. (btw add grouping with bard/enchanter to your list). To the "should be TS based not Adv base" - That makes this worthless. The reason TS power arts use a % not a raw number is to limit the effects of Adv level from tradeskilling. The idea here is to even things out a little more. Basing this on TS would not do that since by the time a lvl 70 adv got the gear designed for a lvl 70, the person would already be a high level crafter.The harvesting comment is BS. One simple reason is that harvesting is not tradeskilling. Yes they are linked, but harvesting is not required to tradeskill. Harvesting only saves you plat but costs you time. Speaking of time, that high level Adv took a lot of time to reach one of the rewards for spending this time is not having every little thing chewing on your leg while you stroll around in enchanted lands or Lava storm or sinking sands. Anyway.... Like I said, this change would have little effect of me personally. I was seeing if others were interested in it and it seems most of you dont understand the goal or do not want it anyway. That's fine ... </blockquote><p>Oh, I believe we totally understand the goal. You want people to be rewarded for not beginning the crafting professions until they have established themselves with the adventuring community. As for your comment about the TS items being based on TS level rather than Advent level being worthless ... if that is the case, then can you please ask them to allow my lvl5 shadowknight who is a lvl 52 tailor be allowed to wear lvl 52 armor? That would be just swell. /sarcasm off Can you not see how basing TS gear on advent level would quickly become an issue? Granted, the ideas that I posted do not really effect anything adventure-wise anyhow, but the fact is that those who are lvl 5 crafters and lvl 70 adventurers should not be rewarded greater than a lvl 70 crafter lvl 5 adventurer. We should get rewarded for what we work for.</p><p>There have been discovered ways to help with power management until we recieve TS items that function for this purpose. One is to equipt items with no stats. Another is (as previously suggested) to group with someone who is low advent level and mentor down while crafting. Another option is to use drink/totems and Flowing Thought equiptment to keep power regen as high as possible.</p><p>I love the idea of - power % stat placed on TS item, but I will hold firm in the belief that to give any TS item an Advent requirement is just silly, as they wouldnt give Advent items TS requirements because the adventurers would scream "grief" the second they saw a little level 5 crafter running around in lvl 70 raid gear.</p>
zaneluke
09-12-2007, 11:53 AM
<cite>Jesdyr@Unrest wrote:</cite><blockquote><cite> </cite>This is not really for "normal" crafting. You should never has a problem with running out of power while just crafting. This change is all about Rush order writs. That is the only thing this would really effect. I made this suggestion not for myself but for the people who seem to have power issues while doing rush orders even after stripping and using totems. Personally I use everything but mentoring and the only reason I dont mentor is because the only high level adv/low ts is also my coercer who is not lacking in regen. (btw add grouping with bard/enchanter to your list). <span style="color: #009900;"><b>Im sorry but making a change to the crafting professions to help people out on "rush" writ orders is just plain silly. I have a few crafters, none of them have problems doing rush writ orders. Perhaps people doing rush writ orders who are having trouble, should read some tips on how to craft.</b></span>To the "should be TS based not Adv base" - That makes this worthless. The reason TS power arts use a % not a raw number is to limit the effects of Adv level from tradeskilling. The idea here is to even things out a little more. Basing this on TS would not do that since by the time a lvl 70 adv got the gear designed for a lvl 70, the person would already be a high level crafter.<span style="color: #00cc00;"><b>Adventure levels should always prevail in every way shape and form. It is the hardest of the two and should always berewarded. A lev 5 adventure lev 70 carpenter shold never have the same playing field as the 70 warlock 70 carpenter. ( just for example) </b></span>The harvesting comment is BS. One simple reason is that harvesting is not tradeskilling. Yes they are linked, but harvesting is not required to tradeskill. Harvesting only saves you plat but costs you time. Speaking of time, that high level Adv took a lot of time to reach one of the rewards for spending this time is not having every little thing chewing on your leg while you stroll around in enchanted lands or Lava storm or sinking sands. <span style="color: #00cc00;"><b>Linked is a very light word. I would have used a term like <span style="color: #ff3300;">DEPENDENT</span> on each other....</b></span>Anyway.... Like I said, this change would have little effect of me personally. I was seeing if others were interested in it and it seems most of you dont understand the goal or do not want it anyway. That's fine ... <span style="color: #00cc00;"><b>No no people understand the goal, and people are poiltie and telling you that it sucks. Not every idea is a winner, progression is made through many ideas being brought to the table. If all ideas were accepted, then progression would halt. </b></span></blockquote>
Jesdyr
09-12-2007, 12:54 PM
<cite>zaneluke wrote:</cite><blockquote><cite></cite><blockquote><span style="color: #00cc00;"><b>No no people understand the goal, and people are poiltie and telling you that it sucks. Not every idea is a winner, progression is made through many ideas being brought to the table. If all ideas were accepted, then progression would halt. </b></span></blockquote></blockquote>It doesnt seem like some understand. Countering the idea with "remove your gear" means they dont understand. I have a lvl 70 carp with 40k faction (most writs with 3min30sec + left) .. a lvl 55 sage with ~32k faction (most writs with 3min+ left) .. a bunch of 25-35 crafters as well. Once they hit 30 I grind them on rush order writs. By now you would think I would understand how to manage power and all I am saying is even the playing field. I am not saying things like 50% power reduction at high levels, I am talking more like 10-15% max. The exact numbers would need to be designed based on actual ingame stats. High level adventurer will alway have a major disadvantage in the their regen costs them more money than low levels. Higher level drinks and totems cost much more.
Pyronymphy
09-12-2007, 06:08 PM
I'm sorry for the newbishness of this question, but this is the first time I've seen the power pool discussed in relation to tradeskilling. Can someone explain why having a smaller power pool is desirable?
Domino
09-12-2007, 06:22 PM
<cite>Pyronymphy wrote:</cite><blockquote>I'm sorry for the newbishness of this question, but this is the first time I've seen the power pool discussed in relation to tradeskilling. Can someone explain why having a smaller power pool is desirable?</blockquote><a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=376001" rel="nofollow" target="_blank">Mentioned here</a>!Basically, using your tradeskill arts decreases your power by a % (well, for the arts that use power). Power regen is a fixed number. Let's say for example you lose 5% using an art, and you regen 5 power points per tick from your drink.If you have a power pool of 100 total, then you'll be constantly at full power (lose 5 points, gain 5 points).If on the other hand you have a power pool of 1000 in total, you end up losing power and will eventually run out (lose 50 points, gain 5 points).This is why higher adventure level folks sometimes choose to remove all their equipment that increases their power pool, when crafting. It's not necessary, but if you like spamming those power-using arts (for example if you're doing a timed writ) some people find it helps. There are also other options such as using +power regen totems, being a class with power regen or grouping with one, mentoring down, etc. Or, just not using your arts that use power all the time (which is what I do). Your preference may vary. If it's not causing you problems now, it's probably not worth worrying about.
Rashaak
09-12-2007, 06:32 PM
<cite>DominoDev wrote:</cite><blockquote><cite>Pyronymphy wrote:</cite><blockquote>I'm sorry for the newbishness of this question, but this is the first time I've seen the power pool discussed in relation to tradeskilling. Can someone explain why having a smaller power pool is desirable?</blockquote><a rel="nofollow" href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=376001" target="_blank">Mentioned here</a>!Basically, using your tradeskill arts decreases your power by a % (well, for the arts that use power). Power regen is a fixed number. Let's say for example you lose 5% using an art, and you regen 5 power points per tick from your drink.If you have a power pool of 100 total, then you'll be constantly at full power (lose 5 points, gain 5 points).If on the other hand you have a power pool of 1000 in total, you end up losing power and will eventually run out (lose 50 points, gain 5 points).This is why higher adventure level folks sometimes choose to remove all their equipment that increases their power pool, when crafting. It's not necessary, but if you like spamming those power-using arts (for example if you're doing a timed writ) some people find it helps. There are also other options such as using +power regen totems, being a class with power regen or grouping with one, mentoring down, etc. Or, just not using your arts that use power all the time (which is what I do). Your preference may vary. If it's not causing you problems now, it's probably not worth worrying about.</blockquote><p>Power regen totem's are a Crafter's best friend.</p><p>Whether you craft with your adventure gear on or a full time crafter in basic tailored clothing it's always good to have a Power regen totem on hand with food and drink one tier above your crafting level...</p>
zaneluke
09-13-2007, 04:19 PM
<cite>Jesdyr@Unrest wrote:</cite><blockquote><cite>zaneluke wrote:</cite><blockquote><cite></cite><blockquote><span style="color: #00cc00;"><b>No no people understand the goal, and people are poiltie and telling you that it sucks. Not every idea is a winner, progression is made through many ideas being brought to the table. If all ideas were accepted, then progression would halt. </b></span></blockquote></blockquote>It doesnt seem like some understand. all I am saying is even the playing field.</blockquote>The playing field is quite level.nothing to see here......move along
LaurnaRose Fauldorn
09-13-2007, 06:51 PM
<cite>Jesdyr@Unrest wrote:</cite><blockquote><cite>zaneluke wrote:</cite><blockquote><cite></cite><blockquote><span style="color: #00cc00;"><b>No no people understand the goal, and people are poiltie and telling you that it sucks. Not every idea is a winner, progression is made through many ideas being brought to the table. If all ideas were accepted, then progression would halt. </b></span></blockquote></blockquote>It doesnt seem like some understand. <span style="font-size: x-small;color: #ff0000;">Countering the idea with "remove your gear" means they dont understand</span>. I have a lvl 70 carp with 40k faction (most writs with 3min30sec + left) .. a lvl 55 sage with ~32k faction (most writs with 3min+ left) .. a bunch of 25-35 crafters as well. Once they hit 30 I grind them on rush order writs. By now you would think I would understand how to manage power and all I am saying is even the playing field. I am not saying things like 50% power reduction at high levels, I am talking more like 10-15% max. The exact numbers would need to be designed based on actual ingame stats. High level adventurer will alway have a major disadvantage in the their regen costs them more money than low levels. Higher level drinks and totems cost much more. </blockquote><p>Seriously, have you noted what your mana pool is while wearing all your gear and what the base is after removing all of your gear? Yes, you still have a higher mana pool than say a level 5 adventurer, but it is significantly lowered and has a huge impact on your mana using counters in TS seeing how they are based on a % rather than a set number. Totems and drinks refresh mana at a set number per tick. While you use the same % of your mana pool for each counter skill requiring such, your totems and drinks regen at an increased rate. </p><p>For example. You have 100 mana with all of your gear. You are using a drink/totem combination that gives you 1 mana point back per tick. Your counter costs you 10% mana each use. You use your counter bringing your mana down to 90 (100 - 10% = 90). This will take you 10 ticks to regen your mana to full if you do not need to use another mana using counter before it is fully regen'd.</p><p>Now, you remove all your gear and your mana pool is 10. You are using the same drink/totem combination giving you 1 mana point back per tick. Your counter STILL costs 10% each use. You use your counter bringing your mana down to 9 (10 - 10% = 9). This will take you 1 tick to regen your mana to full allowing you to use your counter as often as necessary and as often as you wish without having to worry as much about running out of power. </p><p>THIS is why people are telling you to get naked. This is also why people are telling you to mentor down to lower levels to lower your mana pool even more. This is why people do not see how allowing tradeskill gear to be based on adventure level is fair. Again, I ask you, if you seriously want this implemented, please allow my crafters to wear adventure gear based on their tradeskill level. I would love to take a lvl 5 adventurer into a T6 zone and be able to fight off the yard trash without having to run away because, thanks to you, we can now wear armor based on our TS levels ... this would be really cool. /sarcasm off</p>
Sorvani
09-15-2007, 01:49 AM
a crafting tick is 4 seconds and i thought a power or health regen tick was 6 seconds?
Jesdyr
09-15-2007, 02:39 AM
My lvl 70 Coercer/sage has 2549 power with no gear on and all buffs removedStandard 70 drink 105 per tick(6sec) = 17.5/sec (.69% per sec) Skill power % power/sec Ratio of use/regen (lower is better)lvl 02 - 127 05% 31.75 1.81lvl 10 - 254 10% 63.50 3.63lvl 20 - 254 10% 63.50 3.63lvl 30 - 382 15% 95.25 5.44My lvl 11 Inq/tailor has 258 power with no gear on and all buffs removedStandard lvl 10 drink 15 per tick(6sec) = 2.5/sec (.97% per sec)Skill power % power/sec Ratio of use/regen (lower is better)lvl 02 - 12 05% 03.00 1.2lvl 10 - 25 10% 06.25 2.5 lvl 20 - 25 10% 06.25 2.5 lvl 30 - 25 10% 06.25 2.5So yah .. this might be a small sample but the numbers dont lie. I know I am ignoreing things like totems and the other stuff .. but this shows that adventure level does greatly effect power usage. Keep in mind that this person would also be an crafter with the same rights as any other crafter. I am not asking for things like +10 to your TS skill .. I am asking for a small amount of power reduction. I don't understand the issue with making crafters on even ground regardless of adventure level. Truth is the current system is unfair.
LaurnaRose Fauldorn
09-15-2007, 09:56 AM
<cite>Jesdyr@Unrest wrote:</cite><blockquote>My lvl 70 Coercer/sage has 2549 power with no gear on and all buffs removedStandard 70 drink 105 per tick(6sec) = 17.5/sec (.69% per sec)Skill power % power/sec Ratio of use/regen (lower is better)lvl 02 - 127 05% 31.75 1.81lvl 10 - 254 10% 63.50 3.63lvl 20 - 254 10% 63.50 3.63lvl 30 - 382 15% 95.25 5.44My lvl 11 Inq/tailor has 258 power with no gear on and all buffs removedStandard lvl 10 drink 15 per tick(6sec) = 2.5/sec (.97% per sec)Skill power % power/sec Ratio of use/regen (lower is better)lvl 02 - 12 05% 03.00 1.2lvl 10 - 25 10% 06.25 2.5lvl 20 - 25 10% 06.25 2.5lvl 30 - 25 10% 06.25 2.5So yah .. this might be a small sample but the numbers dont lie. I know I am ignoreing things like totems and the other stuff .. but this shows that adventure level does greatly effect power usage. Keep in mind that this person would also be an crafter with the same rights as any other crafter. I am not asking for things like +10 to your TS skill .. I am asking for a small amount of power reduction. I don't understand the issue with making crafters on even ground regardless of adventure level. Truth is the current system is unfair. </blockquote>I think I might have a suggestion that would actually solve this issue. Give us another armor tab for TS. Allow us to select "Adventure" and "Tradeskill" to switch our armor AND our based level. For example, say Im a lvl 70 warden and a lvl 15 scholar. This would cause big power issues as it currently stands. Now, lets say that while I have my character in "Adventure" mode, the game registers me as a level 70. The advent mode would automatically use the armor in the advent tab, but w/no stat gear or buffs I have a mana pool of 2k. However, I could then turn on the "Tradeskill" mode, which would switch my equipt armor to whatever was in my TS tab (level based - ie a lvl 15 crafter/60 advent could only have lvl 15> gear in their TS tab). If this tab is left empty, then it will switch to nude (undergarments), if it has a full set of TS, it will switch to that. Choosing this option will also lower your base level to 15 allowing your mana pool to drastically decreased. Of course, to prevent any unfair balance, this would also have to disable my ability to attack an enemy so that TS could not take unfair advantage out in the adventureing world (maybe someone has a better idea to prevent advent interaction ... just what i came up with on the fly).
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