Piratex wrote:cellites wrote: As to the issue of these being "mandatory" I mean ya kinda, but is that really an issue when there is already a precedent for having clothing that is especially made for specific tasks. I mean I'm a hermit this world and I have three wardrobes full of equipment for different tasks.
Those sets are giving stats, and bonus stats already balanced by having cap of double of your "white" stat.
Should i criticize every suggested ring? fine
Sewing rings: 2 rose gold 1 goldbeater 1 garment needle = +1% gilding chance at 10ql
Chance to gild is stat based why you have to increase it?
Gem Masters ring: 2 rose gold, 1 gem 1 goldbeater = +1% gem cutting chance at 10ql
Chance for gem cutting is stat based why you have to increase it?
Tanners pendant: 1 butcher knife, 2 silver, 2 gold, 2 rose gold 1 String 1 goldbeater = +1% chance to get extra hide at 10ql *
straight up OP with strider just casually gets infinity hides no luck involved.
Troll hunters Pendant: 1 troll eye, 1 string, 2 rose gold 1 goldbeater = +1% increase in chance to mine out troll at 10ql *
so basically you will be mining out troll of each tile on the spot with troll hermit, aight
scholars pendant: 2 rose gold, 1 parchment, 1 glass pane 1 goldbeater, 1 string = +1% study speed at 10ql
why? You have ring of brodgars, why you need that? study speed is not better then learning ability.
Miner Pendant : 1 rose gold, 1stone, 1 string = +1 less chance to produced loose rock at 10ql
essential for bot mining, ok
those:
Constructors ring: 1 steel nugget, 1 goldbeater, 1 rose gold = +5% convenience when building at 10ql
Lumberjacks Band: 1 Oak Block, 1 rosegold, 1goldbeater = +5% convenience when logging at 10ql
sure, why not. although seems like just a subscribe token killer.
Armourers band: 1 steel nugget, 1 goldbeater, 1 rose gold = +5% wear to crafted armour at 10ql
eh. sure, as long as it just durability
so then we should only have 1 gilding for each stat with that logic. The aim is to produce jewellery that has a purpose. The increase to gildingwould scale with the world length. right now you hit max chance based on the clothing type. It is nice to be able to make good gildings or good off gildings a chance via another pathway. These would be at the strongest for the lowest stat players, closing the gap.
Same with cutting gems it has a cap of 75% even with two rings of 360ql( about the upper quality of rings sold now) you gain 12% that would increase the odds by a good amount to be valuable. With gilding you have at best 70% chance on some clothing as low as 20% when pairing. This offers a way to increase that along side sewer to nicer odds but at a cost to produce.
Troll is a %increased chance to flat +1% per tiles. It increases of the current base chance or the increased base with cave hermit. the 12% extra chance might equate to 0.5% more chance to mine a troll or about 200 less mine tiles at best.
Same again the extra hide from Strider is nice but with this and that you are adding 12% chance +striders 5%? to get extra hide, pretty far from infinite with 360+ ql rings.