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#1 |
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You may have seen Caith's earlier post introducing the new infusion system, and those of you on beta may have played around a little bit with the new UI window (although it's not 100% complete yet). However, if you want to know more gritty details about what it all means and in particular how the crafted parts of it work, this post is meant for you!
All About Infusers, for Crafters and Other Interested People Infusion may be accessed by right clicking on an inventory item that can be infused, or with the /toggleinfusion command; you can also access it under “Equipment Infusion” in your EQII menu, or toggle to it from the deity window. With the launch of this new system, only equipment obtained from this new expansion will be possible to infuse for now. Infusion falls into two entirely separate pools:
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![]() Four types of stat can be raised by infusers: crit bonus, potency, stamina, or ability modifier (ability modifier increases the amount of damage that a spell or combat art does - no affect on autoattack damage). The gods will modify these randomly; you can’t choose. However, when you apply infuser items, the choice is yours of which of these four to modify, or all of them; with the caveat that at this point, you cannot add a stat that isn’t already there. So if your helm does not already have crit bonus, you cannot apply a crit bonus infuser to it. Infuser items are dropped or crafted. The crafted versions currently fall into two main types: handcrafted and mastercrafted infusers, which are currently made by provisioners* and which require only common or rare harvests to make; and reconstructed infusers, which any level 100 crafter can create by assembling salvaged fragments of infusers that are obtained by using the salvaging skill (from tradeskill prestige AAs) to break down adventuring gear from this expansion. The fragments, and the infusers, are fully tradeable, so if you’re not a crafter yourself, bring your fragments to your friendly local crafter to get your infusers made. And if you’re not an adventurer, speak to your more adventurous friends or scour the broker for fragments you can reconstruct and resell. Each type of the crafted infusers has a different chance of success and a different amount by which they can increase the power of your item. For example, here are the five types of crit bonus infuser that can currently be crafted (the top two by provisioners from harvests, the lower three by any crafter from components that are salvaged from armor obtained in this expansion). ![]() The handcrafted infuser has only a 10% chance to work. But, common harvests are easy to obtain, so it's cheap to use as many as you need. However, the handcrafted infusers can only raise the stat a small amount. In this case, the crit bonus will be raised somewhere between 0.1 and 0.2% with each use of a handcrafted infuser. “Maximum increase to Drop layer is 1.0” means that the maximum that handcrafted infusers can raise the stat (in this example crit chance) of the dropped item is by 1.** So, for example, if an item has 3.5 crit chance and could potentially have its crit bonus raised to a maximum of 10 by use of infuser items, then at most the first +1 of that could come from the use of handcrafted infusers. Once the crit chance on the item has reached 4.5 (in this example), no more handcrafted crit chance infusers could be applied. The mastercrafted infuser and the reconstructed standard infuser have a 100% chance to work, and will raise the crit bonus between 0.2 and 0.4% with each use. At most these infusers can take you up to +2 points of crit bonus (in this example). So once our hypothetical item that started at 3.5 has reached a crit chance of 5.5, no more mastercrafted or reconstructed standard infusers could be applied. (The infuser window will not allow you to apply an infuser that would take the item over the allowed stat cap; you’ll get a warning if you try this.) Similarly to the above, the heroic and epic quality levels of reconstructed infusers again have increasing amounts they can increase the stats; the most powerful being the Reconstructed Epic Infuser. (Dropped infusers are similar in power to the reconstructed infusers, but do not all have as high as a 100% chance to work.) Do you have to use all five types of infuser to improve your items? Not at all. If you happen to have epic infusers falling out of your bank, you could use nothing but those. Or if you have a lot of mastercrafted infusers you could start directly with those to get your first +2 crit chance and not bother with handcrafted. Using multiple types in increasing order or power would be the most cost-efficient way to reach the maximum stats, but it’s your choice. And of course, if you have a temporary item that you know you’ll be replacing soon, you could just throw on some cheaper lower level infusers for a small bonus but choose not to pursue fully infusing the item. The infusing UI is still in progress on beta and over the next weeks you should see some additional information and tooltips appearing that make things a bit clearer. And if you have any suggestions on any UI or wording changes that would also make this easier to understand, please let us know! ___ * from fish, rumor has it. Because nothing infuses like the smell of fish... ** the "Maximum increase to Drop layer" wording can probably be improved; suggestions on wording that would be more clear are welcome! |
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#2 |
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Thanks for the write up.
"Maximum increase to Original Stat is 9.0" |
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#3 |
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![]() Are the looted infusers that work straight out of the box grouped along with the crafted and reconstructed ones, as far as the maximum stat caps are concerned, or are they separate? What are the maximum stat caps for each type of infusion? For example, what is the maximum amount that crit bonus could be increased using crafted infusers? Your example mentioned 10 but i wasn't sure if that was just hypothetical or actual. I might infer that it was 9 based on the description of the EPIC infuser. Could we get that information for each stat and for the different types of infusion? What cap does the initial "random" infusion count toward, if any? Does infusion reset any reforging that has previously been done to an item? For example, infusing Ability Mod before or after reforging out of it would yield different results. I haven't tested this but it would seem that for example, Infusing AbMod AFTER Reforging would be a net gain over Infusing BEFORE Reforging. Thanks again for the information. |
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#4 |
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#5 |
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So how does the combination of favor + infusor work? Is there a different pool for deity (i.e. plat) bonuses, or do the two different sources combine to reach the same max? Along the same line, if I use favor (plat) to gain that first 1% does that block me from using handcrafted infusors? And can I just use favor to gain 100% of the max bonus?
When infusion was first introduced I was thinking it could become an effective plat sink, but if you can get very close to the stat cap with crafted and dropped infusors that will greatly diminish the amount of plat spent on deity favors. I'd like to see the general pool be about 150% of what either infusors or favor alone could accomplish. The overall system seems fine, though I'd actually prefer that the ability to generate infusor parts be extended to Transmuting as well as salvage. Maybe at a lower rate of return for Transmuting? As it is now, only crafters with high level adventurers would generate infusor parts which would encourage all adventurers to level 95 crafters just for the salvage prestige ability. Having the supply be generated by a non-crafting means would result in cheaper products and possibly a stronger demand. If non-crafters get parts they will start to wonder what the final product does. |
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#6 |
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#7 |
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Well I take it that the recipes are a merchant item? Or are they a dropped item? Also when you refer to harvests do wes need 5000 common ones to craft these, really how many common harvests are required to make the non-provi crafted lower ones?
Appreciate the great write up waiting to see how all this evolves over time. |
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#8 |
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It looks like you overestimate the amount of plat have in game. These prices are 'insane'.
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#9 |
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#10 |
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okies will do.
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#11 |
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#12 |
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![]() Definitely use this ^^^^ instead of "Drop Layer" please. Also, I agree, the plat cost is excessive. We've estimated it will take ~50K plat to infuse current advanced solo drop items on beta Maybe some players have this much, and I'm sure I could get this much if I farmed more and by using other methods, but I doubt anyone is willing to spend 5p regularly for a low chance to get a very small increase on most items. |
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#13 |
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![]() e.g. Maximum increase to Deity infusion modifier is x. Maximum increase to Dropped/Crafted infusion modifier is x. Would "Physical infusion" be clearer? or "Item-based infusion"? or something like that? |
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#14 |
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#15 |
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Infusion Modifier Tier 1-9
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#16 |
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#17 |
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Billet original de Domino publié en français sur http://www.guerrier-celeste.fr/extension-12-les-infusions.html
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#18 |
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![]() Could also say "This infuser can increase the original base value up to 9.0 more". Other questions/request: Can I un-infuse items again ? Could there be item Un-Infusers to get all or some of them back. Could the additional increased stat made reforgeable ? |
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#24 |
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![]() "Max Deity infusion: X" "Max Other infusion : Y" |
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#25 |
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#26 |
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Hey,
a very ncie and interesting system. For the GUI, there could be a little improvement. The confirmation dialog should definitely be gone, or at least there should be an option to turn it off, since this is a very annoying and time consuming dialog. Thounsands of points to spend - so there are thousands of "YES" buttons to click . . . And i think the cap of 10 stored points is also not really reasonable, is it? Many players will frequently forget to spend their points e.g. while playing in a group for a while, this cap of 10 will cause much anger and annoyance for the players. Maybe there is another way to limit the deity spells without capping (or at least with a very high cap) the stat-spandable points? |
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#27 |
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#28 |
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I agree with this sentiment that UI changes may be helpful.
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#29 |
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All I can say is this whole system needs to be made as easy to understand as possible, and right now even I'm confused. I know several older players in my guild that are still intimidated and confused by reforging.. I can guarantee this system as explained here will go right over their heads.
As for plat amounts on beta and what I've been hearing..they sound extreme. Most players that don't 6-box (many basically breaking game rules in the process) don't have these types of amounts to throw around. If a plat sink for these multimillionaire players is needed then the pool of stat increase should be shared between drop and diety infusing..allowing those players to throw obscene amounts of plat at it while the rest can go the presumably slower infuser method. If i understand the write-up however thats not the way its setup now. |
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#30 |
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![]() In case I'm not being clear with that question, I'll try to put it in a different way. Say I choose to increase potency on an item and the maximum value that an item can be increased by (using crafted/dropped infusers) is 10. After I have increased the potency value of that item to 10, can I then decide to also increase the crit bonus on that item, or is the maximum already reached and no further infusing can be done via infusers? |
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