Well, anyone found out new recipes for the don cultural yet?
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As of today, the recipes are unchanged. Only the item names have changed, not recipes or stats.
At some point in the future (not yet announced, but soon-ish), recipes will change, and the old drops will no longer work.Sir KyrosKrane Sylvanblade
Master Artisan (300 + GM Trophy in all) of Luclin (Veeshan)
Master Fisherman (200) and possibly Drunk (2xx + 20%), not sober enough to tell!
Lightbringer, Redeemer, and Valiant servant of Erollisi Marr
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Will there still be a skill-up bonus when making Sacred / Eminent (Old Masters / Grandmasters) armor?
Also not 100% sure on if cultural waters made using Jade Shards / Lambent Stones / Shissar Scales and Purescale Ore will be exchangable after the recipes change. From what I have seen here, new symbols will not require a separate JC combine to create the Water of xxxxx. Rather, the components for the 'new' water will be included in the actual symbol combine.
I was also wondering if a sellable version of Enchanted Velium Bits could be made available as a means of skilling up in smithing to 222. The current EVB's are Lore Items and cannot be sold. It seems a shame to have to destroy them all.
Thanks again Ngreth for you prompt and concise feedback! It is greatly appreciated by all!
Neranya
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Originally posted by Abazagaroth View PostGuess I remember incorrectly, but I thought the problem with tribute on the don stuff was that they were attunable, and thus couldn't be assigned a tribute value.
Also, there are plenty of items with tribute values post PoR, but not the attuneable items.Last edited by Bobaten; 04-19-2007, 05:51 AM.
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Originally posted by Neranya View PostI was also wondering if a sellable version of Enchanted Velium Bits could be made available as a means of skilling up in smithing to 222. The current EVB's are Lore Items and cannot be sold. It seems a shame to have to destroy them all.
Of course, I remember skilling to 203 on old cultural before the release of Luclin. My perspective may be a bit skewed.Mouse breaking crew --
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I am curious about something,
WHY are we no longer to make FULL suits of armor like we could previously (ie Mithril / Full Mithril / Blessed Full Mihril) (by Full suits, i mean, shoulders, collar, girdle, ect)
Everything since Planes of Power has been the "visible" suits of armor
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Originally posted by wayshaper View PostI am curious about something,
WHY are we no longer to make FULL suits of armor like we could previously (ie Mithril / Full Mithril / Blessed Full Mihril) (by Full suits, i mean, shoulders, collar, girdle, ect)
Everything since Planes of Power has been the "visible" suits of armor
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Originally posted by dragonfire View Postwas referring too finished armor, are these templates the patterns or something new? so the finished armor is going too be tributeable in home towns?
Originally posted by Neranya View PostWill there still be a skill-up bonus when making Sacred / Eminent (Old Masters / Grandmasters) armor?
Originally posted by Neranya View PostAlso not 100% sure on if cultural waters made using Jade Shards / Lambent Stones / Shissar Scales and Purescale Ore will be exchangable after the recipes change. From what I have seen here, new symbols will not require a separate JC combine to create the Water of xxxxx. Rather, the components for the 'new' water will be included in the actual symbol combine.
Originally posted by Neranya View PostI was also wondering if a sellable version of Enchanted Velium Bits could be made available as a means of skilling up in smithing to 222. The current EVB's are Lore Items and cannot be sold. It seems a shame to have to destroy them all.
Neranya
Originally posted by wayshaper View PostI am curious about something,
WHY are we no longer to make FULL suits of armor like we could previously (ie Mithril / Full Mithril / Blessed Full Mihril) (by Full suits, i mean, shoulders, collar, girdle, ect)
Everything since Planes of Power has been the "visible" suits of armor
It also gives us more leeway to put some of the other things in other skills. Sure it leaves out the spirit of a "full suit" but at the same time, gives us more flexibility in how to handle the other parts.Ngreth Thergn
Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
Grandmaster Smith 250
Master Tailor 200
Ogres not dumb - we not lose entire city to froggies
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Originally Posted by Neranya View Post
I was also wondering if a sellable version of Enchanted Velium Bits could be made available as a means of skilling up in smithing to 222. The current EVB's are Lore Items and cannot be sold. It seems a shame to have to destroy them all.
Originally posted by EloMist View PostWell, it is a relatively easy combine to perform. Farming the velium is more tedium than difficult, and even so a couple hours will yield huge quantities for the purpose. Compared to the farming needed for other recipies of comperable difficulty this is a breeze. Paying only 17pp per combine doesn't seem a very huge cost to me. I'd rather see a destroy button added to the combine container.
Of course, I remember skilling to 203 on old cultural before the release of Luclin. My perspective may be a bit skewed.
Yes, the combine is easy, but it would be nice to get a plat or 2 back. For example, this AM I had my 72 SK collect enough velium weapons for 50 combines (100 small pieces of velium) for my 55 Warrior. My Warrior's smithing skill is 221, so I figured that would be enough to get him one (1) skill-up point to 222, which is Enchanted Velium Bit trivial. The remaining components I was going to give to my shaman to get her smithing skill up as well.
Well, approx 660pp and 50 combines later, the vast majority with successful combines, I didn't get ONE skill up. I was also using my Journeyman Smithing Trophy and a Geerlok hammer and stat food to get my Str as close to 255 as I could (no Str buffs were avail). Personally, I think 60 combines without a skill-up, especially when you are only one point from the item trivial, is a bit much. The way it was explained to me is that you have a better chance of a skill-up on a successful combine, so the closer the trivial of the item you are trying to make is to your current skill the better, since you will succeed more often.
So its send the SK back out again to the Tizmak caves to farm velium weapons, which is very easy but not very exciting. So it would be kinda nice after spending all the time to farm the stuff, then spending all the plat to do the combines, to get a LITTLE bit back.
But, Ngreth said that won't be changed. Hopefully the new changes will fix things like this.Last edited by Neranya; 04-20-2007, 03:55 AM.
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Any Date For DoN Cultural Recipe Changes
Here's a kind of embarrasing story. I was making my Ogre shammy's Master's armor the other day (at lvl 56, is it Ornate or Intricate?) to use my Pile of Gravel components. Well, I am used to making Plate armor for my SK and my War, so like an idiot I made Plate armor for my ogre, which of course a shammy doesn't use (*blushes red in embarrasement*). I petitioned to get the Masters Plate exchanged for Chain, but my request was denied.
I still have 17 Pile of Gravel left, but my Dwarf warrior needs them to make his Intricate armor. So I need to try to farm the 9 Pile of Gravel I used up (plus whatever else I need to account for failures).
How much time do I have left to farm them before the recipes change?
Thanks
NeranyaLast edited by Neranya; 04-20-2007, 06:06 AM.
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Originally posted by Neranya View PostHere's a kind of embarrasing story. I was making my Ogre shammy's Master's armor the other day (at lvl 56, is it Ornate or Intricate?) to use my Pile of Gravel components. Well, I am used to making Plate armor for my SK and my War, so like an idiot I made Plate armor for my ogre, which of course a shammy doesn't use (*blushes red in embarrasement*). I petitioned to get the Masters Plate exchanged for Chain, but my request was denied.
I still have 17 Pile of Gravel left, but my Dwarf warrior needs them to make his Intricate armor. So I need to try to farm the 9 Pile of Gravel I used up.
How much time do I have left to farm them before the recipes change?Uncle Shmoozo
"Some of you may remember me ... "
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I have been told that when doing combines to skill-up in a given tradeskill, you have a better chance at skilling up on a successful combine than on a failure. Therefore, if you have a choice of making an item with a trivial that is close to your current skill vice one that is much higher than your skill, you should pick the former. The reason is, since your skill and the item trivial are close, you will succeed more frequently, and therefore your chances at skill-ups are improved.
Others have said the opposite is true, that you have a better skill-up chance if, for example, your skill / trivial is 200 / 250 than 200 / 210.
What is the real deal here?
Thanks much
Neranya
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Originally posted by Ngreth Thergn View PostWhile I at least partially agree that the stats may not be worth the effort of making an AAAA... the price I do not agree on. People at that required level should be able to afford that, especially people able to go on the raids to get the Chronal stone in the first place. They cost about 18k to make, with many gnome hours of work. If your feel your Gnome is gouging you find a better gnome and/or farm the parts yourself (where I will at least admit the possibility of, though I have not decided, that the effort part may fail to come up to the standards of the aug...)
With the introduction of sunshard items on DoDH clockworks, the overall droprate of Clockwork Gnome Bolts has decreased sharply. These being one of the main limiting factors in making said AAAA.
I suspect that the global macro that was ran to intro sunshard items was a bit unbalancing upon some of the loot tables. Since mobs that traditionally had no loot tables suddenly started dropping sunshard items, this is how I gather that the macro was global. I mean, hey..... ya go forth, ya kill the armies in p5 time, and ya get sunshard ore.........
The only viable source that I know of, for clockwork parts for AAAAs are the clockworks in ccreep. I've slaughtered hapless clockworks n hapless creap reapers by the hour, to get a fair # of sunshard pebbles, and mayyyyyybe 1 or 2 gnome bolts. From some of the noises I've heard from Gnomie, farming the pelts for it has also hit drop rate issues. I know I've sent a # of feedbacks, etc on this issue. Prior to TBS / sunshard drops, drop rate of gnome bolts was unusual to get less than 2 gnome bolts / hour, when slaughtering alllll the creap reapers, and allllll the superplated clockworks.
The 18Kpp+ for steel for an AAAA is one thing. I've seen 36 to 50Kpp get gobbled up by making ONE AAAA when fails at particular areas occured. That's not counting failing 40ish difficulty combines, w/ 250+ skill <modified> w/ smithing mastery AAs to make the steel..... If I understand part of what's been said already, some of the min% chance to fail is being removed / lessened. I can understand some of the reason for combines having some chance to fail, but..... a guarenteed 2 to 5 pct on a combine that has a relative difficulty to skill possessed that you could do it blindfolded w/ one hand tied behind your back, upside down, spinning on a top, and do it reliably?
Proud owner of Signet of the Arcane, Marked Runed Signet, Velium Blue Diamond Ring, Blessed Coldain Prayer Shawl, and Runed Coldain Prayer Shawl
Maibesow, Drinal
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Originally posted by Ngreth Thergn View PostThe templates are something new. They are a base "skillup" path, that we also plan to use as a "Base" to a full revamp.
yes
correct.
I will not be changing this. #1 we would prefer you use the new skillpath, when it is in, and #2 that is still a questy thing, we want to leave it be.
It is a matter of time as dragonfire mentioned.
It also gives us more leeway to put some of the other things in other skills. Sure it leaves out the spirit of a "full suit" but at the same time, gives us more flexibility in how to handle the other parts.
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