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View Full Version : [FYI] Spirit Stone recipes (green adornments)


Domino
10-27-2015, 10:36 PM
In an update later this week, Thalnor will start selling "Spirit Stone Repair Methods of the Deepforge Founders". (Spirit stones are the green adornments that gain power as the wearer kills stuff.)<br /> <br />This will give you 9 recipes that allow any level 100 crafter to repair damaged spirit stones that drop in solo, heroic, or raid content. Each spirit stone has a specific component plus some common harvests; the components are tradeable and so are the final products.<br /><ul><li>Solo</li></ul><ol><li>Ancient's Mantle (requires a Damaged Ancient's Mantle)</li><li>Arachmech Eye (requires a Damaged Arachmech Eye)</li><li>Behemoth's Race (requires a Damaged Behemoth's Race)</li></ol><ul><li>Heroic</li></ul><ol><li>Marksman's Lens (requires a Damaged Marksman's Lens)</li><li>Stone of Underfoot (etc ... you get the idea.)</li><li>Stygian Core</li></ol><ul><li>Raid</li></ul><ol><li>Essence of Yothshaval</li><li>Shard of Uzulu</li><li>Heart of Penumbra</li></ol>Please let Caith know in <a href="https://forums.daybreakgames.com/eq2/index.php?threads/itemization-feedback-and-bugs.564408/" class="internalLink">the itemization thread</a> if you see any issues with the spirit stones themselves, and let me know in this forum if you find any issues with the recipes

Meirril
10-29-2015, 03:16 AM
I'm just going to raise a pet peeve here. In my mind crafting is suppose to be a convenience to the customer. We should have some control over what we're going to produce. In that sense I'd prefer it if a blank core dropped for each tier and the crafter decided what the final product would be, instead of the typed core producing its namesake.<br /> <br />If crafters can choose the final product, it means crafters are providing a service. If crafters simply take a broken item and fix it, it means we're a road block to getting the reward from your drop.<br /> <br />Also please consider allowing refining for the cores. I'm going to assume that these drops won't be too common, and I think having an option to make something that is utterly expensive as sacrificing 5 rare drops for a 10% better item would be amusing.

Kickya
10-29-2015, 11:11 PM
Question: Are the NEW green adornments supposed to be a slight improvement over old content ?<br /> <br />because at the moment looking at them they have the Exact same stats<br /> <br />ie Bullwalk of malice has the exact same stats leveled up as Heart of Penumbra

Domino
10-30-2015, 06:19 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Kickya"> <aside> <div class="attribution type">Kickya said: <a href="index.php?goto/post&id=6274633#post-6274633" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Question: Are the NEW green adornments supposed to be a slight improvement over old content ?<br /> <br />because at the moment looking at them they have the Exact same stats<br /> <br />ie Bullwalk of malice has the exact same stats leveled up as Heart of Penumbra</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Probably a question for Caith in <a href="https://forums.daybreakgames.com/eq2/index.php?threads/itemization-feedback-and-bugs.564408/" class="internalLink">the itemization thread</a>.

ZUES
11-01-2015, 07:36 PM
Please allow us to put these components in the harvest depot.

Akina_Storms
11-04-2015, 03:27 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Kickya"> <aside> <div class="attribution type">Kickya said: <a href="index.php?goto/post&id=6274633#post-6274633" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Question: Are the NEW green adornments supposed to be a slight improvement over old content ?<br /> <br />because at the moment looking at them they have the Exact same stats<br /> <br />ie Bullwalk of malice has the exact same stats leveled up as Heart of Penumbra</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>I've checked them.<br />the new Advanced solo green adornement base values are the same as the AoM fully levelled raid green adornement, and can be levvelled for more.<br />group base stat are the fully levelled AS one, and can be levelled, and so on for the raid one.

Beee
11-06-2015, 11:36 AM
new crafted raid adornments and doublecast.....<br /> <br />Yippie - we got doublecast adornments back - but wtf<br /><b>Heart of the Penumbra Spirit Stone</b><br />3% Mitigation Increase<br />22,6% Potency<br />8,6% Crit Bonus<br />12% Max Health<br />7.3% Striketrough<br />2,3%<b> Doublecast Chance</b><br />4440 Ability Modificator<br /> <br />compared with<br /><b>Shard of the Uzulu Spirit Stone</b><br />14,6% Potency<br />14,6% Crit Bonus<br />100 DPS<br />20 Spell Weapon and Weapon Bonus<br /> <br /><b>Essence of the Yothshaval Spirit Stone</b><br />14,6% Potency<br />14,6% Crit Bonus<br />4440 Ability Modificator<br />20 Spell Weapon and Weapon Bonus<br /> <br /> <br />Why Doublecast on a tank/max def rune and not on a mage dps rune ?

Marq
11-06-2015, 11:46 AM
Its prolly to 'force' mages to get a bit more hp and mit to survive the new physical dots =P well honestly Doublecast is so abundant on magy items (least unless they fix everything stacking), its likely there to appease crusaders.

Mermut
11-06-2015, 04:01 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Beee"> <aside> <div class="attribution type">Beee said: <a href="index.php?goto/post&id=6279689#post-6279689" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">new crafted raid adornments and doublecast.....<br /> <br />Yippie - we got doublecast adornments back - but wtf<br /><b>Heart of the Penumbra Spirit Stone</b><br />3% Mitigation Increase<br />22,6% Potency<br />8,6% Crit Bonus<br />12% Max Health<br />7.3% Striketrough<br />2,3%<b> Doublecast Chance</b><br />4440 Ability Modificator<br /> <br />compared with<br /><b>Shard of the Uzulu Spirit Stone</b><br />14,6% Potency<br />14,6% Crit Bonus<br />100 DPS<br />20 Spell Weapon and Weapon Bonus<br /> <br /><b>Essence of the Yothshaval Spirit Stone</b><br />14,6% Potency<br />14,6% Crit Bonus<br />4440 Ability Modificator<br />20 Spell Weapon and Weapon Bonus<br /> <br /> <br />Why Doublecast on a tank/max def rune and not on a mage dps rune ?</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Also, even if you ignore the strikethrough, mitigation AND max health, the stats are better on the 'tank' adorn. Taking the mit and health into consideration, why would anybody NOT take the 'tank' adorn?

Ingerimm
11-06-2015, 04:11 PM
You have to manufacture these Adornments, since this drop does not directly, so everyone can choose which Adornments these can be prepared and want to wear, I see no problem here.<br /> <br />Would this drop directly it would be perhaps a problem, so it is good that it is not so. It would otherwise certainly lead to disputes.

Meirril
11-06-2015, 11:55 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Ingerimm"> <aside> <div class="attribution type">Ingerimm said: <a href="index.php?goto/post&id=6279809#post-6279809" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">You have to manufacture these Adornments, since this drop does not directly, so everyone can choose which Adornments these can be prepared and want to wear, I see no problem here.<br /> <br />Would this drop directly it would be perhaps a problem, so it is good that it is not so. It would otherwise certainly lead to disputes.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Has the recipes changed? As far as I know a broken version of X drops and you craft it into an X. There is no choice, what drops is what you get.

Domino
11-07-2015, 12:24 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Meirril"> <aside> <div class="attribution type">Meirril said: <a href="index.php?goto/post&id=6280084#post-6280084" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Has the recipes changed? As far as I know a broken version of X drops and you craft it into an X. There is no choice, what drops is what you get.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>That has not changed. This allows us more control over how common these items are; for example, we can control exactly how many of soulstone X enters the world, whereas if there was one generic component that could be made into anything, we could not control that. We try to give the option to crafters where appropriate but in this case these are fairly powerful items and we want a bit more control.

Ingerimm
11-07-2015, 09:32 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Meirril"> <aside> <div class="attribution type">Meirril said: <a href="index.php?goto/post&id=6280084#post-6280084" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Has the recipes changed? As far as I know a broken version of X drops and you craft it into an X. There is no choice, what drops is what you get.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Hm you're right, if you do so considered a problem arises.<br /> <br /><div class="bbCodeBlock bbCodeQuote" data-author="Domino"> <aside> <div class="attribution type">Domino said: <a href="index.php?goto/post&id=6280107#post-6280107" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">That has not changed. This allows us more control over how common these items are; for example, we can control exactly how many of soulstone X enters the world, whereas if there was one generic component that could be made into anything, we could not control that. We try to give the option to crafters where appropriate but in this case these are fairly powerful items and we want a bit more control.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>In this case, I have to agree with Merrill and Beee.<br /> <br />The probem which could arise is, simply, that want to be wearing all the same type Adornment, this probably but already the rarest will be anyway, then what's the point of a selection?<br /> <br />For most tanks it makes little sense to wear a Adornment, which involves no strikethrough and no MaxHP when all classes then overthrow it, because the other green Adornments are much weaker in comparison, this results in no meaningful distribution of Adornments, and you usually can not count on the good sense of the people.<br /> <br />Something you could only control if you assign the Adornments a class reference. If it can in its present form at any equip everyone is trying to do it too.<br /> <br />The result is that what this Adornment helps most have to wait long until you get it and conversely are in the banking subjects then oodles before resources, which no one wants to use. What should be the meaning or use it be?

brokenshieldd
11-07-2015, 10:27 PM
Domino I just try to put 200 Damaged Ancient's Mantle in my Personal Harvest Depot (Large) and it wouldn't let me.I was able to put all the other in but that one type.

Beee
11-08-2015, 09:00 PM
Spirit Stone can not be in a crafterdepot <br /> <br />Anyway: Almost every mage will try to get the tank adornments - and this ist wrong

Mermut
11-08-2015, 09:59 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Beee"> <aside> <div class="attribution type">Beee said: <a href="index.php?goto/post&id=6280889#post-6280889" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Spirit Stone can not be in a crafterdepot<br /> <br />Anyway: Almost every mage will try to get the tank adornments - and this ist wrong</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Almost every player I know will want the tank adorns for all their toons...

Sigrdrifa
11-14-2015, 07:51 PM
Unlike older green adornments, the new ones do not stack, and they should. Pretty please?<br /> <br />I just improvidently crafted a batch of 100 via mass production, thinking to toss them on the broker cheap for folks to play with. Each individual adorn eats one broker or bag slot, and that's not right for something that conceptually is a small gem or adornment we're adding to our jewelry and such.

Domino
11-16-2015, 09:26 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Sigrdrifa"> <aside> <div class="attribution type">Sigrdrifa said: <a href="index.php?goto/post&id=6283525#post-6283525" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Unlike older green adornments, the new ones do not stack, and they should. Pretty please?<br /> <br />I just improvidently crafted a batch of 100 via mass production, thinking to toss them on the broker cheap for folks to play with. Each individual adorn eats one broker or bag slot, and that's not right for something that conceptually is a small gem or adornment we're adding to our jewelry and such.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Caith tells me this is intended; due to the way they work, allowing them to stack would "break them in very bad ways".

Kuulei
11-16-2015, 10:04 PM
I just realized that the largest hurdle for crafters will be the very first part of the timeline..<br />*pictures several Isle of Mara instances with lines of crafters all trying to harvest 6 metal mechanisms*<br />I should have sent a feedback early on. One per harvest, only two draws per elemental before it disappears and only two elemental up at a time.. I can see the bloody fisticuffs it will come to as everyone tries to harvest <img src="/images/smilies/mad.gif" alt="Mad" /><br />You need to at least double up the amount harvested with each mining and better yet would be for them to give you 3 per pull so the two harvests give the necessary amount before the elemental disappears!

Meirril
11-17-2015, 02:28 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Kuulei"> <aside> <div class="attribution type">Kuulei said: <a href="index.php?goto/post&id=6284265#post-6284265" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">I just realized that the largest hurdle for crafters will be the very first part of the timeline..<br />*pictures several Isle of Mara instances with lines of crafters all trying to harvest 6 metal mechanisms*<br />I should have sent a feedback early on. One per harvest, only two draws per elemental before it disappears and only two elemental up at a time.. I can see the bloody fisticuffs it will come to as everyone tries to harvest <img src="/images/smilies/mad.gif" alt="Mad" /><br />You need to at least double up the amount harvested with each mining and better yet would be for them to give you 3 per pull so the two harvests give the necessary amount before the elemental disappears!</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Not really the place for this, but a valid concern. The more elegant fix for this would be to change the golems to a simple clickable widget that gives 1 gear per click and it doesn't despawn. Actually make it non-quest specific so anybody can click it and get more gears. That way if someone messes up they can fix it themselves, and next Tinkerfest you can introduce recipes that use those gears so people have a reason to use that widget on a regular basis.

Kuulei
11-17-2015, 02:57 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Meirril"> <aside> <div class="attribution type">Meirril said: <a href="index.php?goto/post&id=6284352#post-6284352" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Not really the place for this, but a valid concern. The more elegant fix for this would be to change the golems to a simple clickable widget that gives 1 gear per click and it doesn't despawn. Actually make it non-quest specific so anybody can click it and get more gears. That way if someone messes up they can fix it themselves, and next Tinkerfest you can introduce recipes that use those gears so people have a reason to use that widget on a regular basis.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>yes sorry, ny fault for having more than one window open with the forums loaded LOL