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Updates to Enchant Item Spell with FLARE

The much awaited updated to the Enchant Item spell is here! GM Contemplar details it out at the officials with Flare enchantment, Lore usage, No item loss, new verbs, and they can check on their enchantment success before actually doing it. Read at:

http://bit.ly/2lQOERy

Category: Wizards
Topic: Enchanting

Date: 02/25/2017 07:59 AM CST
From: GS4-CONTEMPLAR
Subj: ENCHANT ITEM (925) UPDATES!
New discoveries made by Guildmasters of the Wizard Guild reveals hidden mystical abilities in items that can be enchanted. Wizards can now enchant items that are infused with the power of the elements!

The lore requirement is 100 ranks of elemental lore for the item being enchanted. Such items are more difficult to enchant, but ranks beyond the minimum required in the relevant lore grants an additional bonus.

Wizards who are trained in Elemental Lore, Water will have the ability to reduce the temper times on standard enchanting potions, or reduced lore rank requirements on elemental pre-temper potions. Up to 50 ranks of lore can be offset when infusing (INFUSE) into an elemental pre-temper potion to reduce the ranks needed. If a standard enchant potion is INFUSED, then the temper time can be reduced up to 95 percent for the next pour.

Every 325 mana points from the wizard’s stored mana will reduce a temper potion time by 1 percent and every 200 mana points can substitute as 1 lore rank for infusing elemental pre-temper potions.

The SENSE verb has been updated to reveal more clues to the mana flows surrounding the wizard. Once a wizard has achieved level 25, learned the spell Enchant Item (925) and has at least 5 ranks of Elemental Lore, Water; they will begin to accrue stored mana in their own personal mana pool. Further bonuses to speed up the accumulation of mana points follow a seed 5 summation. F2P wizards do not have stored mana pools. Every 30 of base experience absorbed will result in 1 mana point at 5 ranks of Elemental Lore, Water.

The maximum amount of mana that can be stored per week is 10,000, and a grand total of 35,000 mana points can be stored.

New elemental pre-temper formulas have been uncovered buried in the stacks of tomes in the Wizard Guild Library. Four formulas, one for each of the base elements; air, fire, earth and water can now be made by Master Alchemists in the Wizard Guild. Also, rumors of extremely rare greater elemental essences have been reported as well. These greater essences are required ingredients for the elemental pre-temper potions.

It is no longer possible to completely destroy an enchanting project. This includes attacking with a tempered weapon (which is still not possible, but also won’t result in item loss), as well as catastrophic enchanting failures. The new failure conditions will be; a delay, damaged, locked or reset project.

The worst failure is a project RESET. This will remove all progress made on the item.

A LOCKED project prevents a wizard from moving forward on it. Some highly skilled merchants can be found to remove the locked status of the project which will allow the wizard to continue where they left off. The project can also be RESET by using a common remove temper potion to remove the LOCKED status.

A DAMAGED failure will setback the step progression on the project.

A DELAY failure will just delay the temper time.

Finally! Wizards will now have the ability to gauge their chances of a successful enchantment prior to their final cast. Due to the varying factors involved with enchanting, and the use of certain potions; one cannot gauge their chances without tempering the item first. Simply CASTing at the item will give the wizard a reading and CHANNELing will attempt the enchant.

~Contemplar~


Date: 02/25/2017 08:11 AM CST
From: CLOS
Subj: Re: ENCHANT ITEM (925) UPDATES!
>>>The worst failure is a project RESET. This will remove all progress made on the item.

Do you mean a complete wipe to 0x or just to the last completed enchantment?

So if you attempt a 5x and a reset happens it goes back to 4x?

AIM: m444w


Date: 02/25/2017 08:15 AM CST
From: GS4-CONTEMPLAR
Subj: Re: ENCHANT ITEM (925) UPDATES!
>So if you attempt a 5x and a reset happens it goes back to 4x?


That is correct.

~Contemplar~


Date: 02/25/2017 08:36 AM CST
From: JOEKUPS
Subj: Re: ENCHANT ITEM (925) UPDATES!
Can you infuse multiple potions? Do infused potions have any sort of decay timer? can you infuse a potion and trade it for someone else to use?


Date: 02/25/2017 08:43 AM CST
From: KRAKII
Subj: Re: ENCHANT ITEM (925) UPDATES!
“The SENSE verb has been updated to reveal more clues to the mana flows surrounding the wizard.

– Every 325 mana points from the wizard’s stored mana will reduce a temper potion time by 1 percent and every 200 mana points can substitute as 1 lore rank for infusing elemental pre-temper potions.
– Once a wizard has achieved level 25, learned the spell Enchant Item (925) and has at least 5 ranks of Elemental Lore, Water; they will begin to accrue stored mana in their own personal mana pool.
– Further bonuses to speed up the accumulation of mana points follow a seed 5 summation.
– F2P wizards do not have stored mana pools.
– Every 30 of base experience absorbed will result in 1 mana point at 5 ranks of Elemental Lore, Water.
– The maximum amount of mana that can be stored per week is 10,000, and a grand total of 35,000 mana points can be stored.” — Contemplar, re-formatted & bullet-pointed

.

So, taken together, if you gain & absorb experience you can Enchant faster. (Just like Ensorcell.) As long as you are not F2P.

.

Well, hell! May be time to start hunting with the Enchanter(s) again….


Date: 02/25/2017 08:44 AM CST
From: KRAKII
Subj: Re: ENCHANT ITEM (925) UPDATES!
And how, if at all, does this affect projects already begun? (I have a Major going-to-6x in the first temper cycle right now, due in a few days.)


Date: 02/25/2017 08:50 AM CST
From: GS4-CONTEMPLAR
Subj: Re: ENCHANT ITEM (925) UPDATES!
>Can you infuse multiple potions?
Yes. The amount infused will depend on how much you’ve stored in your personal mana pool. INFUSE will always try to maximize the amount in the infusion.

>Do infused potions have any sort of decay timer?
No. They will last indefinitely.

>can you infuse a potion and trade it for someone else to use?
No. The infused potion can only be used by the person who infused it.

~Contemplar~


Date: 02/25/2017 08:52 AM CST
From: GS4-CONTEMPLAR
Subj: Re: ENCHANT ITEM (925) UPDATES!
>And how, if at all, does this affect projects already begun? (I have a Major going-to-6x in the first temper cycle right now, due in a few days.)


It should have no affect on current projects.

~Contemplar~


Date: 02/25/2017 08:53 AM CST
From: JOEKUPS
Subj: Re: ENCHANT ITEM (925) UPDATES!
A fair compromise! Thank you for the quick answers and your hard work on this! Much appreciated!


Date: 02/25/2017 09:26 AM CST
From: PFLATS
Subj: Re: ENCHANT ITEM (925) UPDATES!
Wizards who are trained in Elemental Lore, Water will have the ability to reduce the temper times on standard enchanting potions, or reduced lore rank requirements on elemental pre-temper potions. Up to 50 ranks of lore can be offset when infusing (INFUSE) into an elemental pre-temper potion to reduce the ranks needed. If a standard enchant potion is INFUSED, then the temper time can be reduced up to 95 percent for the next pour.
Every 325 mana points from the wizard’s stored mana will reduce a temper potion time by 1 percent and every 200 mana points can substitute as 1 lore rank for infusing elemental pre-temper potions.
The SENSE verb has been updated to reveal more clues to the mana flows surrounding the wizard. Once a wizard has achieved level 25, learned the spell Enchant Item (925) and has at least 5 ranks of Elemental Lore, Water; they will begin to accrue stored mana in their own personal mana pool. Further bonuses to speed up the accumulation of mana points follow a seed 5 summation. F2P wizards do not have stored mana pools. Every 30 of base experience absorbed will result in 1 mana point at 5 ranks of Elemental Lore, Water.
The maximum amount of mana that can be stored per week is 10,000, and a grand total of 35,000 mana points can be stored.

I just want to be sure I’m reading this correctly before I start migrating points, since as-written, Water Lore seems downplayed since the preview.

To clarify:

5 Water Lore ranks unlocks the ability to store mana. The mana pool maxes out at 10k/35k, regardless of Water Lore. The temper time/lore requirement reduction is based on the amount of mana points infused, not Water Lore ranks.

In other words, a wizard with 5 Water Lore ranks can do all the same infusion as a wizard with 252 water lore ranks, it will simply take them a lot longer to build up the mana pool to do so?

If your mana pool is greater than that required for a maximum infusion (over 20k for elements or 32.175k for a Mirtokh) the excess points will not be wasted, correct?

Water Lore ranks speed up mana accumulation somehow, based on a seed 5 summation. Is it Seed 5 per 30 exp, so 2 points at 11, 3 at 18, etc., up to 18 points per 30? 1 point per 31 – Seed 5 exp, finishing out at 1 point every 13 exp absorbed? (Those are two very different progressions, FWIW.) Something else?

Also:

New elemental pre-temper formulas have been uncovered buried in the stacks of tomes in the Wizard Guild Library. Four formulas, one for each of the base elements; air, fire, earth and water can now be made by Master Alchemists in the Wizard Guild.

Despite lightning being attunable, being a common flare, being an e-blade option, and being one of the five elements wizards specialize in, there are no lightning pretemper potions? I’ve been holding onto a cool-looking but mostly useless 1x lightning-flaring blade since the announcement that wizards would be able to enchant flaring weapons. Bummer.


Date: 02/25/2017 09:32 AM CST
From: COLEMANJ
Subj: Re: ENCHANT ITEM (925) UPDATES!

This is the worst change ever! Once again, wizards have been nerfed! No other pures have been hit like wizards have been hit, and now, you’ve changed enchanting!

Actually, this is pretty awesome! I’m pretty sure folks will have a hard time finding a flaw in this, but… we’ll see


Date: 02/25/2017 09:34 AM CST
From: LADYFLEUR
Subj: Re: ENCHANT ITEM (925) UPDATES!
This update remains terribly disappointing in sticking to a hard water lore requirement to start gaining mana and the hard locked/reset failures. Active hunting time should have been enough. Once again we’re settling for mediocrity at best with a 4 way lore split.


Date: 02/25/2017 09:45 AM CST
From: PFLATS
Subj: Re: ENCHANT ITEM (925) UPDATES!
Also, holy heck do mana points accumulate slower than necro points despite having the same weekly cap. (Yes, I recognize that necro points are required while mana points are optional.)

Around 3.3 points per SLK rather than 10, level difference capping at +5 instead of +10, and almost no extra mana points for hunting while fried, since it’s based on absorbed experience rather than direct kills.

You do get mana points from bounties, enchanting, and other non-combat exp sources, but I can get another 10 SLK while fried so easily that it’s essentially irrelevant.

I assume Long Term Exp and BOOST ABORB bypass the mana pool, correct?

Oof, so doing the calculations out for 5 water lore:

1 mana / 30 exp * (absorption rate) exp / 2 mins * 60 mins / 1 hour = (absorption rate) mana / hour.

Which means if you absorb 40 exp/pulse, you’ll need a paltry 250 hours to reach the weekly cap.

So, uh, yeah, how does that Water Lore bonus work?


Date: 02/25/2017 09:48 AM CST
From: COLEMANJ
Subj: Re: ENCHANT ITEM (925) UPDATES!

Well… we sort of expected that!


Date: 02/25/2017 09:51 AM CST
From: KITHUS
Subj: Re: ENCHANT ITEM (925) UPDATES!
This update remains terribly disappointing in sticking to a hard water lore requirement to start gaining mana and the hard locked/reset failures. Active hunting time should have been enough. Once again we’re settling for mediocrity at best with a 4 way lore split.

One thing we’ve always asked for, on all professions, is the ability/requirement to make choices to improve our skills in one area or another. If you want to be the very best fire mage then you don’t get to improve your enchanting. If you want to be a master necromancer, you won’t be good with demons. Rangers who want to be better with offensive spells pick up summoning lore, while those who want better bonuses to physical combat through spells get blessing lore. EVERYONE MAKES CHOICES. If you want to take advantage of stored mana then suck it up and take 5 ranks of water lore or get a goddamn enhancive for it. It’s not like you’re breaking the bank.

Just to really stick it in your craw this doesn’t require hunting at all. My pacifist wizard has been able to store up mana through any experience gain. So properly motivated non-combat wizards can make use of this bonus. Woot!

Keith/Brinret/Eronderl

Keith is correct

Wyrom, APM

http://forums.play.net/forums/GemStone%20IV/Help%20for%20Players/Policy%20Discussions/view/246


Date: 02/25/2017 09:53 AM CST
From: KITHUS
Subj: Re: ENCHANT ITEM (925) UPDATES!
Also, holy heck do mana points accumulate slower than necro points despite having the same weekly cap. (Yes, I recognize that necro points are required while mana points are optional.)

My wizard was able to gain something like 18 ponts of stored mana off ~300 experience with 50 water lore, so up to 6 per SLK at that point.

Keith/Brinret/Shiun

Keith is correct

Wyrom, APM

http://forums.play.net/forums/GemStone%20IV/Help%20for%20Players/Policy%20Discussions/view/246


Date: 02/25/2017 10:02 AM CST
From: ARSHWIKK
Subj: Re: ENCHANT ITEM (925) UPDATES!

First off, thanks for finally bringing this out.

I have one request…and I think it is reasonable. I have always felt that the times on major projects needed to be possible to halve with the correct training. So, I think 10k per week is lame. No issues with the cap. Give us a 17500 or 20k weekly cap though, 20k actually kinda means finish out your lumnis. 10k is nothing. Wizards who want to save 7 7x max reduced pours up should not have to wait a year to do it and then sell as a speed 6-7x. Enchanting has been a joke for so long and then Wizards are further insulted by the cash cow Sorcs got for ensorcell. Being that the stored mana is exp based, we still can’t just go do a capped reim or warcamp and “easy fill” either. It’s a small reasonable tweak…20k a week, just think about it pls.

-Arshwikk, yes the ranger, but I might have some mages working for me 😉


Date: 02/25/2017 10:05 AM CST
From: LADYFLEUR
Subj: Re: ENCHANT ITEM (925) UPDATES!
I appreciate the hard work that the Dev team put into this, but I honestly don’t know how this is the best that Dev could come up with to give us after developing Ensorcell. I feel like this was a massive waste of GM time on this project overall for materially no change, though I appreciate the removal of catastrophic failure.

For the ~18 weeks of serious hunting required to remove 1 week of temper time from a single pour, I don’t see it as worth gimping my character with even 5 ranks of water lore. And my enhancive slots are fully filled, including the lore slots.

And no, not everyone chooses mediocrity. My sorcerer gains necrotic energy every week with ZERO necromancy lore. I simply want wizards to receive the baseline level benefits of a spell’s options with ZERO lore, like every other spiritual profession does. That was clearly too much to ask though.


Date: 02/25/2017 10:22 AM CST
From: DONNIE608
Subj: Re: ENCHANT ITEM (925) UPDATES!

100 ranks of a lore to enchant for 1 type of flare? That’s about 100 ranks too many.

And wizards still can’t touch weighted items while ensorcelling needs no where near these requirements and can be used on either flare my or weighted/padded items.

100 ranks of lore is an impossibility for most wizards… let alone more than one lore that high? Not a chance for even most post-cap wizards.

325 mana for a 1% reduction means 32,500 mana to alleviate temper potion delay. You store 1 mana per 30 base exp absorbed. That’s roughly 100k base experience just to bring an enchant up 1X in a timely fashion. While the idea is decent the numbers are still abysmal. A sorcerer will be able to do a T5 in the time it takes a wizard to add 1X.

While the effort is appreciated the numbers are still woefully underwhelming.


Date: 02/25/2017 10:23 AM CST
From: KITHUS
Subj: Re: ENCHANT ITEM (925) UPDATES!
I appreciate the hard work that the Dev team put into this, but I honestly don’t know how this is the best that Dev could come up with to give us after developing Ensorcell. I feel like this was a massive waste of GM time on this project overall for materially no change, though I appreciate the removal of catastrophic failure.

Wow tell us how you really feel. Meanwhile some of us are stoked at these wonderful additions to enchanting. We can now enchant things with elemental flares and reduce our temper times through experience gain. On top of that we have received the long-awaited ability to determine how difficult our enchant casts are. The removal of catastrophic failure is just icing on the cake.

For the ~18 weeks of serious hunting required to remove 1 week of temper time from a single pour, I don’t see it as worth gimping my character with even 5 ranks of water lore. And my enhancive slots are fully filled, including the lore slots.

Have you ever considered a remedial math course? I don’t know where you’re possibly getting 18 weeks from. The weekly cap is 10,000 mana and 35,000 is the total cap. You can remove 95% of the hinderance of a pour with 30,875 mana, just barely over 3 weeks. Hell with JUST three weeks you can remove 92% of the temper time. Weekly you can reduce the temper time by 30%. That’s HUGE. If you’re going to gripe about everything the dev team does at least use facts.

And no, not everyone chooses mediocrity. My sorcerer gains necrotic energy every week with ZERO necromancy lore. I simply want wizards to receive the baseline level benefits of a spell’s options with ZERO lore, like every other spiritual profession does. That was clearly too much to ask though.

You can ensorcell on your sorcerer with no necro lore? Great, I can ensorcell faster on mine with necro lore. Turns out you can still enchant on your wizard with zero water lore. You just get to enchant faster with it. You get the baseline benefit of the spell. What you want is the additional benefits without having to give up anything. Sorry some of us are going to choose the benefit of non-combat lores like water lore and improve our enchanting while you choose fire lore to make yourself a better killer. On the bright side you’ll probably kill faster so if you ever get over yourself and pick up a measly 5 water lore ranks you’ll probably still earn stored mana faster than a water lore wizard.

Keith/Brinret/Shiun

Keith is correct

Wyrom, APM

http://forums.play.net/forums/GemStone%20IV/Help%20for%20Players/Policy%20Discussions/view/246


Date: 02/25/2017 10:24 AM CST
From: CHULAK
Subj: Re: ENCHANT ITEM (925) UPDATES!
Assuming a base level setup for these of a Sorc with no lore and a Wizard with 5 ranks of Water lore, how come the wizard has to kill 3x the amount of same level kills to get the energy (mana) buildup? Added on top of the fact that a Wizard has to wait for the exp to cycle from mind to learned, the total time requirements between the two is astronomical. And this isn’t even adding in the fact that even at 95% reduction on all temper times the total time differential is crazy between these systems.

Speaking in Faendryl, Jahosk says, “You will now be known as Blade Durakar, the Palestra.”


Date: 02/25/2017 10:26 AM CST
From: KITHUS
Subj: Re: ENCHANT ITEM (925) UPDATES!
Assuming a base level setup for these of a Sorc with no lore and a Wizard with 5 ranks of Water lore, how come the wizard has to kill 3x the amount of same level kills to get the energy (mana) buildup? Added on top of the fact that a Wizard has to wait for the exp to cycle from mind to learned, the total time requirements between the two is astronomical. And this isn’t even adding in the fact that even at 95% reduction on all temper times the total time differential is crazy between these systems.

How much stored mana do you need for any enchant? ZERO! How much necro energy do you need for an ensorcell? You see the difference? This is a small bonus given to water lore to provide additional benefits to enchanting.

What some of you want is an enchanting rewrite, not lore changes. You can campaign for that but stop crapping all of the dev team for putting in great changes because they aren’t the ones you want.

Keith/Brinret/Shiun

Keith is correct

Wyrom, APM

http://forums.play.net/forums/GemStone%20IV/Help%20for%20Players/Policy%20Discussions/view/246


Date: 02/25/2017 10:35 AM CST
From: LADYFLEUR
Subj: Re: ENCHANT ITEM (925) UPDATES!
>If you want to take advantage of stored mana then suck it up and take 5 ranks of water lore or get a goddamn enhancive for it.
>Have you ever considered a remedial math course?

Have you ever considered following forum policy when it comes to vulgarity and outright harassment?

>Wow tell us how you really feel.

Yes, that’s what forums are for.

>What some of you want is an enchanting rewrite, not lore changes.

Obviously, that would be the only reason for Dev to have wasted time on “updating” the spell. Now I’m sure it will be checked off as done, never mind that it was a waste of time.


Date: 02/25/2017 10:36 AM CST
From: DONNIE608
Subj: Re: ENCHANT ITEM (925) UPDATES!
An enchanting rewrite would be appropriate. This is throwing salt in the wound after continuing to buff sorcerers and continuing to throw “lore changes” and nerfs at wizards.

Have you taken the time to examine these numbers? Because this will change hardly anything for most wizards. While you’re sitting around not fighting with your water lore make maybe you should crunch the numbers or read a post and try to understand it… as you continue to still wait days for 99.9% of your pours.


Date: 02/25/2017 10:38 AM CST
From: CHULAK
Subj: Re: ENCHANT ITEM (925) UPDATES!
>What some of you want is an enchanting rewrite, not lore changes. You can campaign for that but stop crapping all of the dev team for putting in great changes because they aren’t the ones you want.

I’m not crapping all over the dev team. It’s an interesting change but it does not bring enchanting in line with ensorcelling speed and that is something a change to enchanting should have done due to the ludicrous amount of time enchanting takes.

The hunting requirements to max out your mana are also really bad when looked at. Taking your information of ~18 mana from ~300 exp it would take ~166k exp earned in 1 week to get the weekly max. At the minimal 5 ranks it’s about twice that at 300k exp needed. That is a LOT of hunting. I’d be curious what the weekly average is for exp earned.

Speaking in Faendryl, Jahosk says, “You will now be known as Blade Durakar, the Palestra.”


Date: 02/25/2017 10:39 AM CST
From: ALUVIUS
Subj: Re: ENCHANT ITEM (925) UPDATES!
I have to agree that while I like the idea of infusing, I would suggest adjusting in a few ways:

1) It should act off same level kills much the same way ensorcell does, not absorbed exp. Using absorbed exp means that you’re turning wizards interested in maximizing this benefit back into min/max node absorbing zombies like the old Lumnis bonus encouraged. The change would also allow people with more limited schedules to choose to power hunt for stored mana ala ensorcell.

2) The weekly cap should be raised to at least 15,000-20,000 stored mana.

Also a question, what exactly is the functionality of the LOCKED status? If a project is put into locked status, does it also remove itself from our major project queue? Otherwise, who in the world would choose to lose out on the ability to continue with major enchants in the hopes of some merchant appearing who knows when? Most wizards would choose to just un-temper which means the failure might as well just be a reset.

Am I missing or not understanding something about locked status failure?


Date: 02/25/2017 10:45 AM CST
From: LADYFLEUR
Subj: Re: ENCHANT ITEM (925) UPDATES!
>The hunting requirements to max out your mana are also really bad when looked at. Taking your information of ~18 mana from ~300 exp it would take ~166k exp earned in 1 week to get the weekly max. At the minimal 5 ranks it’s about twice that at 300k exp needed. That is a LOT of hunting. I’d be curious what the weekly average is for exp earned.

Well, even assuming the average player at best hunts off a little more than a Lumnis period per week, which is already being generous, it would still take ~5.5 weeks to get 10k mana. To reduce a pour by 95%, it takes just under 31k mana, so yes, my ~18 weeks was spot on. All to reduce a single pour by maybe a week. Yes, I’d much rather spend my lore allocation elsewhere and skip jumping through these hurdles, especially since given the inaccurate nature of temper times and checking on the project, I often lose a week or two a year overall due to a day or so shifted back per pour cycle anyway. So the net wash for all this effort is no material change.

My biggest question is do tempers still get removed after 30 days of inactivity on a project?


Date: 02/25/2017 10:46 AM CST
From: ALUVIUS
Subj: Re: ENCHANT ITEM (925) UPDATES!

Kithus, I think the 18 weeks of hunting for 1 project figure is approximately what it would take to reduce every temper pour on a 7x project.

So yes, we’re still basically going to be # locked when it comes to enchanting projects even if you are maximizing out this new system. Its just that the time sink has shifted from the item sitting in a locker to a wizard sitting and absorbing exp on a node. It looks like with maximizing as is most enchanters will see what, 1 or 2 more 7x projects a year depending on if they are cycling up from minor status or starting with a 6x?

I like the idea, but it needs a bit of tweaking in my opinion.


Date: 02/25/2017 10:50 AM CST
From: ALUVIUS
Subj: Re: ENCHANT ITEM (925) UPDATES!

Oops yes Fleurs, my math was off .. even with maxing out the cap every week it would be more like 22 weeks to produce max reduced tempers for every step of a 6-7x project.


Date: 02/25/2017 10:51 AM CST
From: KITHUS
Subj: Re: ENCHANT ITEM (925) UPDATES!
>If you want to take advantage of stored mana then suck it up and take 5 ranks of water lore or get a goddamn enhancive for it.
>Have you ever considered a remedial math course?
Have you ever considered following forum policy when it comes to vulgarity and outright harassment?

I’ve never seen “goddamn” considered vulgarity on these forums. I invite Aulis or other mods to correct me if I’m wrong but if “bitch” is appropriate when not directed at another player then I cannot see why “goddamn enhancive” would be vulgarity. That said no one is harassing you. I’m pointing out that you’ve flagrantly misrepresenting the numbers. You said 18 weeks, in 18 weeks you could reduce the temper time of 6 pours by 92%. What you said was:

For the ~18 weeks of serious hunting required to remove 1 week of temper time from a single pour,

No you could remove 92% of the temper time of a 10x enchant pour with 3 weeks of hunting.

>What some of you want is an enchanting rewrite, not lore changes.
Obviously, that would be the only reason for Dev to have wasted time on “updating” the spell. Now I’m sure it will be checked off as done, never mind that it was a waste of time.

Some of us greatly appreciate the updates to the spell. The adding of multiple new abilities and a lore incentive for water lore are great. Please stop referring to updates that many of us are happy about as a waste of time just because they didn’t turn enchant into ensorcell.

2) The weekly cap should be raised to at least 15,000-20,000 stored mana.

You’re asking to essentially more than half the amount of temper time for any given enchant. Time is the limiting factor for enchanting and I’m amazed they allowed it to be reduced at all. The difference between enchant and ensorcell is that you can’t ensorcell anything without those points. The points themselves are the limiting factor.

It sounds like what a lot of you want is enchanting to work exactly like ensorcell where you earn stored mana for each kill at the same rate as necro juice and then spend that stored mana to do enchants, while removing the previous temper and cast method. Considering this would REQUIRE hunting on a wizard it would be a major nerf to my pacifist wizard so I’m very much against it.

I’m aghast at the amount of bitching about what is nothing but a positive change to the spell. You’ve literally lost nothing. The spell has only been improved. More importantly it was improved in the exact what we were told months ago that it would be. It’s amazing how much people can complain about a bonus becuase it wasn’t the exact change they wanted.

Keith/Brinret/Shiun

Keith is correct

Wyrom, APM

http://forums.play.net/forums/GemStone%20IV/Help%20for%20Players/Policy%20Discussions/view/246


Date: 02/25/2017 10:52 AM CST
From: LADYFLEUR
Subj: Re: ENCHANT ITEM (925) UPDATES!
>I think the 18 weeks of hunting for 1 project figure is approximately what it would take to reduce every temper pour on a 7x project.

Sadly, it’s not. It’s the time to reduce ONE pour on a 7x project. The weekly “max” is irrelevant because it’s realistically unachievable even if one was an AFK scripting zombie.


Date: 02/25/2017 10:53 AM CST
From: PFLATS
Subj: Re: ENCHANT ITEM (925) UPDATES!
Also, does the 3% fumble rate still exist?


Date: 02/25/2017 10:55 AM CST
From: LADYFLEUR
Subj: Re: ENCHANT ITEM (925) UPDATES!
>Please stop referring to updates that many of us are happy about as a waste of time just because they didn’t turn enchant into ensorcell.

No, despite your attempts to harass and intimidate people against voicing their opinions, people who don’t agree this was a good or worthwhile update will continue to voice their opinions.

>It sounds like what a lot of you want is enchanting to work exactly like ensorcell where you earn stored mana for each kill at the same rate as necro juice and then spend that stored mana to do enchants, while removing the previous temper and cast method.

Yes, this is what the majority of wizard mains had wanted and advocated for all along, since the original proposal was announced 2 years ago. The current Enchant Item system remains archaic in 2017 GemStone. This is not new feedback. If one looks on the forum, everyone from Faulkil to others had posted the exact same thing.


Date: 02/25/2017 10:59 AM CST
From: KITHUS
Subj: Re: ENCHANT ITEM (925) UPDATES!
>I think the 18 weeks of hunting for 1 project figure is approximately what it would take to reduce every temper pour on a 7x project.
Sadly, it’s not. It’s the time to reduce ONE pour on a 7x project. The weekly “max” is irrelevant because it’s realistically unachievable even if one was an AFK scripting zombie.

We have no data on how water lore is calculated in right now. For all we know a wizard with 202 water lore could get 20 stored mana per SLK or 30 or 50. We have no clue. Also I have to correct a previous statement of mine, I forget my wizard never uses up his Lumnis so he was earning 3x experience. At 50 water lore ranks ~100 base experience earned him 18 store mana. Yes at 5 water lore you’ll need 300,000 base experience to hit the weekly cap, which is not physically possible in a week. However, it seems quite possible at higher water lore ranks.

For clarifications sake could we please get the breakdown of how water lore effects this in much the same we we get the breakdown for necro lore and ensorcell? It would probably help make this conversation much more productive.

Keith/Brinret/Shiun

Keith is correct

Wyrom, APM

http://forums.play.net/forums/GemStone%20IV/Help%20for%20Players/Policy%20Discussions/view/246


Date: 02/25/2017 11:04 AM CST
From: KITHUS
Subj: Re: ENCHANT ITEM (925) UPDATES!
>Please stop referring to updates that many of us are happy about as a waste of time just because they didn’t turn enchant into ensorcell.
No, despite your attempts to harass and intimidate people against voicing their opinions, people who don’t agree this was a good or worthwhile update will continue to voice their opinions.

No one is harassing you, despite your desperate attempts to force forum moderation to silence those who disagree with you. No one is even intimidating. I asked if you could PLEASE stop calling them a “waste of time.” That’s a very negative phrase and dismissive of the effort the dev staff put into this update. I understand some of you feel that the updates did not go far enough but I do not think that gives you the right to attack staff over it. I’m asking that you voice your opinions in a constructive manner. As an example:

“I appreciate the time and effort made to updating enchant and adding these bonuses but I do not feel they go far enough. It would be nice if we could revisit the water lore requirements and even consider a more far reaching set of changes, such as…”

Yes, this is what the majority of wizard mains had wanted and advocated for all along, since the original proposal was announced 2 years ago. The current Enchant Item system remains archaic in 2017 GemStone. This is not new feedback. If one looks on the forum, everyone from Faulkil to others had posted the exact same thing.

Unfortunately enchant is not ensorcell. Now you can and should continue to advocate for the changes you want to see but if two years of posts have not convinced the dev staff to make this sweeping change I’m not sure it’s going to help. That said you could, once again, refrain from disparaging the hard work of staff simply because you don’t like the bonuses. At least nothing was nerfed.

Keith/Brinret/Shiun

Keith is correct

Wyrom, APM

http://forums.play.net/forums/GemStone%20IV/Help%20for%20Players/Policy%20Discussions/view/246


Date: 02/25/2017 11:07 AM CST
From: JOEKUPS
Subj: Re: ENCHANT ITEM (925) UPDATES!
I absorbed 400 experience this morning and now have 96 mana points.

~I’ll never tell!~


Date: 02/25/2017 11:07 AM CST
From: KITHUS
Subj: Re: ENCHANT ITEM (925) UPDATES!
Contemplar, and all others who worked on this change, I just want to say think you for doing this. It’s a great update and adds a lot of things we’ve asked for. It isn’t everything every one of us could have wanted but this is nothing but a positive change. Thank you so much for taking the time to do it. I can’t wait to enchant flaring weapons.

Keith/Brinret/Shiun

Keith is correct

Wyrom, APM

http://forums.play.net/forums/GemStone%20IV/Help%20for%20Players/Policy%20Discussions/view/246


Date: 02/25/2017 11:08 AM CST
From: PEREGRINEFALCON
Subj: Re: ENCHANT ITEM (925) UPDATES!
>> Simply CASTing at the item will give the wizard a reading and CHANNELing will attempt the enchant.

Just a suggestion… since CASTing has been the standard for casting for a very long time, why not have CHANNELing be used to get a reading and CASTing continue to act as it always has?

No big deal either way I suppose but I’m sure I’ll end up casting instead of channeling for the next few projects as I adjust to the change.

— Robert

A powerful whirlpool is suddenly overtaken by a windy vortex!


Date: 02/25/2017 11:09 AM CST
From: CHULAK
Subj: Re: ENCHANT ITEM (925) UPDATES!
>I forget my wizard never uses up his Lumnis so he was earning 3x experience. At 50 water lore ranks ~100 base experience earned him 18 store mana.

I would have thought that the extra exp from Lumnis and RPAs would be calculated in, but I guess it may not be. Any chance we could get word on this from a NIR?

Assuming it is just base exp, that would put you at 6 mana / 30 exp roughly. Makes it a lot easier to hit the weekly max that way, would just need 50k exp at 45 ranks.

Speaking in Faendryl, Jahosk says, “You will now be known as Blade Durakar, the Palestra.”


Date: 02/25/2017 11:10 AM CST
From: LADYFLEUR
Subj: Re: ENCHANT ITEM (925) UPDATES!
Try reading your posts again, and see whether you might be able to try voicing your arguments about what people say without resorting to personal insults or suggesting people need remedial math classes. The non-constructive and provocative tone comes from YOU, you are not exempt.

I have not attacked staff, despite your attempts to twist my words around. I have voiced my opinions about the results of the project, which anyone can discern is entirely separate from the efforts that staff put in. It’s obvious that this took up a lot of time. It’s what makes it even more disappointing that the opportunity was lost to bring Enchant Item up to par with Ensorcell.

And yes, there was a nerf. The nerf to the ability to fix partial enchants. Now, I personally did not use it, but many others did and have already been the ones to come and tell me it was a nerf.

 

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