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  • ORBS and thier effects

    For the most part what I've seen of the orbs, the items are better off without the enegerian power sources. The negatives seem to way outweigh the positives, and I haven't seen that they add anything else? Can someone enlighten me.
    Larlenla 80 Drakkin Paladin * Gythien 80 Erudite Enchanter * Fywien 75 Human Warrior * Deasissa 80 Dark Elf Cleric * Gweryan 68 Dark Elf Necromance * Boopsie 65 Half Elf Druid * and ... the rest

  • #2
    http://forums.station.sony.com/eq/po...opic_id=107378
    [75 Arch Animist (Beastlord)] Vochore Sakai (Vah Shir) < Dark Horizon > Zone: EQTC

    300 JC -- 300 Baking -- 300 Tailoring -- 300 Brewing
    300 Pottery -- 300 Fletching -- 300 Smithing -- 200 Fishing

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    • #3
      Anyone seen anything similar for player made orbs?

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      • #4
        Player made Energeian Orbs and their effects

        Player made Energeian Orbs and their effects
        Haven’t been able to find a guide to the player made orbs either so I did some testing to create one myself. Hope this will be of use to others =)

        Here’s what I found:
        Dull, Murky and Foggy orbs all give the same benefits in stats. I haven’t found any difference between the 3 yet. It doesn’t seem to matter if you use a Dull earth orb, a Murky, or a Foggy one. So I only listed the cheapest/easiest to create version of each of the elements.
        I also tested the dull, shining and glowing energeiac weapons (1hb, 1hs, 2hs, 2hand piercing) with all the different orbs (hoping maybe murky or foggy orbs just added weapon procs). But I didn’t find any orbs that add procs to weapons =(


        Purity
        The amount of purity on an item is the percentage of stats each item will get from an orb. Items with 15 Purity will get 15&#37; of the orbs stats, items with 40 purity will get 40%, etc.
        *Please note that most guides for the katta orbs listed the benefits for the 50% purity gear only… I took 100% purity as base so everyone can calculate the benefits of the orbs for their own armor.
        I also made a list of the orb effects per item for those of you using the 15% 30% and 40% purity gear that don't feel like grabbing a calculator


        Base stats of orbs (100 Purity)
        Dull Earth: +5ac +15str -15dex +15sta -15agi +5cha +25hp/mana/end +25sv disease
        Dull Fire: +13str +13sta +75end +25sv fire -25sv cold -13sv poison
        Dull Air: -5ac -15str +15dex -15sta +8cha +13agi -50hp -50end +13sv fire
        Dull Ice: -10ac -10str -10dex -10sta -10agi +10wis +10int +10cha -50hp -50end +50mana -25sv fire +25sv cold +13 sv poison

        Murky Growth: -20ac +10str +20sta -20agi +100hp +100end
        Murky Decay: -15ac -10str -10dex -10sta -10agi -10wis -10int -10cha -100hp/mana/end -25sv fire/cold/magic +13 sv disease/poison +3 sv corruption

        Foggy Disease: -5ac -8str -8dex -8sta -8agi -15cha -50hp +50end -13sv fire/cold/magic +25sv disease +13sv poison
        Foggy Poison: -10str -10dex -10sta -10agi -100end -13sv fire/cold/magic +13sv disease +25sv poison



        Orb effects with 15 Purity items
        Dull Earth: +2str -2dex +2sta -2agi +3hp/mana/end +3 disease
        Dull Fire: +1str +1sta +11end +3svfire -1cold -1poison
        Dull Air: -2str +2dex -2sta +1cha +2agi -7hp -7end +1fire
        Dull Ice: -1ac -1str -1dex -1sta -1agi +1wis +1cha +1int -7hp -7end +7mana -3fire +3cold +1poison

        Murky Growth: -3ac +1str +3sta -3agi +15hp +15end
        Murky Decay: -2ac -1str -1dex -1sta -1agi -1wis -1int -1cha -15hp/mana/end -3fire/cold/magic +1 disease +1 poison

        Foggy Disease: -1str -1dex -1sta -1agi -2cha -7hp +7end -1 fire/cold/magic +3 disease +1poison
        Foggy Poison: -1str -1dex -1sta -1agi -15end -1fire/cold/magic +1disease +3poison


        Orb effects with 30 Purity items
        Dull Earth: +1ac +4str -4dex +4sta -4agi +1cha +7hp/mana/end +7disease
        Dull Fire: +3str +3sta +22end +7svfire -7cold -3poison
        Dull Air: -1ac -4str +4dex -4sta +2cha +4agi -15hp -15end +3fire
        Dull Ice: -3ac -3str -3dex -3sta -3agi +3wis +3cha +3int -15hp -15end +15mana -7fire +7cold +3poison

        Murky Growth: -6ac +3str +6sta -6agi +30hp +30end
        Murky Decay: -4ac -3str -3dex -3sta -3agi -3wis -3int -3cha -30hp/mana/end -7 fire/cold/magic +3 disease/poison

        Foggy Disease: -1ac -2str -2dex -2sta -2agi -4cha -15hp +15end -3 fire/cold/magic +7 disease +3 poison
        Foggy Poison: -3str -3dex -3sta -3agi -30end -3fire/cold/magic +3disease +7poison


        Orb effects with 40 Purity items
        Dull Earth: +2ac +6str -6dex +6sta -6agi +2cha +10hp/mana/end +10 disease
        Dull Fire: +5str +5sta +30end +10fire -10cold -5poison
        Dull Air: -2ac -6str +6dex -6sta +3cha +6agi -20hp -20end +5fire
        Dull Ice: -4ac -4str -4dex -4sta -4agi +4wis +4cha +4int -20hp -20end +20mana -10fire +10cold +5poison

        Murky Growth: -8ac +4str +8sta -8agi +40hp +40end
        Murky Decay: -6ac -4str -4dex -4sta -4agi -4wis -4int -4cha -40hp/mana/end -10fire/cold/magic +5 disease +5 poison +1 corruption

        Foggy Disease: -2ac -3str -3dex -3sta -3agi -6cha -20hp +20end -5 fire/cold/magic +10 disease +5poison
        Foggy Poison: -4str -4dex -4sta -4agi -40end -5fire/cold/magic +5disease +10poison


        P.S.
        Comments are always welcome. If I made a mistake somewhere please let me know so I can edit this post =)
        And if anyone finds a difference between the dull, murky and foggy orbs of the same element please post! I tried everything I could think of, but I just can't find the difference. They all seem to give the same benefits =(
        Last edited by Dutchy; 04-27-2007, 11:38 AM.
        Dutchy Blackrose < Midnite Council of the Black Rose >
        Master Artisan x3 ~ Master Alchemist ~ Master Poison Maker ~ Master Researcher ~ Master Melee Researcher



        • #5
          I have to keep poking Merloc. He said he was going to change some of them, and maybe give a light orb to me for use. One of the changes is Ice will be +AC instead of -AC (something else will probably be sacrificed)

          I will try and poke him again
          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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          • #6
            I just don't see the logic of having any stat lessened by the orbs, as it is we have still got the short stick on player made armor and now to lose something because it is player made or to lose any thing even at all just makes me wonder is it really worth the effort?
            Strokker~Fennin Ro
            What makes a man a man? A friend of mine once wondered. Is it his origins? The way he comes to life? I don't think so. It's the choices he makes. Not how he starts things, but how he decides to end them.John Myer~Hellboy 2004

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            • #7
              I don't see the problem people are having with these orbs. We make decisions like this all the time. For instance, I have a choice between 40 hp aug, a 40 mana aug, and a 20/20 hp/mana aug. Suppose I decide that mana is more important than hp and go with the 40 mana aug. Basically, what I have done is traded 40 hp for 40 mana from what I could have chosen. Since mana is more important to me, I come out ahead in the trade (at least according to my priorities).

              If I still value mana over hp, then it would be even better if I could get an aug that's -20/60 hp/mana, and this is exactly what the powersources are trying to do. What you need to do is decide which stats are most important and choose a powersource that improves those and lowers the stats you don't need as much.

              Danedori

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              • #8
                Originally posted by Danedori View Post
                What you need to do is decide which stats are most important and choose a powersource that improves those and lowers the stats you don't need as much.
                Which is great for pure melee or pure caster. Casters can forego hp and physical stats, melee can forego mana and mental stats. However, hybrids have a much tougher time with these orbs, as it is very difficult to find a decent balance.

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                • #9
                  Hybreds really only get to use those orbs which are + to everything even though the +'s are less. Also I see orbs as situational, they allow me to up certain resists during particular encounters. But in the end if the gear you have is better than orbed TBS stuff then don't use it.

                  Sunshadow

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                  • #10
                    having recently got this expansion and started making these orbs, I am wondering why the orbs required level is the same as the recomended level of the armour, and 5 levels higher than the armour's required level. so after I get the armour for a character, I have to wait 5 more levels before I can use the orb of the same level. Seems kinda odd to me.
                    Kcalehc K'Venalis
                    Teir`Dal Overlord
                    Officer, Trader and Gentleman
                    Order of the Raven's Tear
                    Tholuxe Paells (Bertoxxulous)

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                    • #11
                      does anyone have a table for the playermade orbs as per weapons? ie. procs etc?

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                      • #12
                        So why do the dull, murky, and foggy all give the same stats? Sounds like that is a major bug. When is SOE gonna fix these? We have had several patches since they came out and they still stink. You gotta give people more of a carrot and less of a stick to use these orbs.
                        Kekenewah Silverfire: 82 High Elf Wizard: Drinal Server salvage 3
                        300 Jeweler (plus 15%) & JM3, 300 Smith w/ SM3 (plus 15%), 248 brewer (plus 5%), 300 tailor (plus 15% & TM3), 200 baker, 217 Pottery (plus 5%), 200 Fisherman, 300 spell research w/ AT3 (plus 15%)
                        Kekema: 81 gnome magician 250 fletcher (plus 5%), 215 tinkerer (plus 5%)
                        Kekero: 65 dwarf rogue 300 make poison (plus 12%)
                        Keketrol: 74 troll shaman 300 alchemist w/ AM3 (plus 15%) salvage 3
                        Kekecha: 75 Erudite enchanter 122 smith (plus 5%)
                        Kekenebog: 59 Ogre warrior 203 blacksmith (plus 5%)
                        Kekera: 62 halfling ranger: 189 blacksmith (plus 5%)
                        Keneken: 75 dark elf necro: 112 tailor (plus 5%)
                        Keke 70 High Elf wizard on Mayong 300 plus 12% research with AT3

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                        • #13
                          Elemental Orb

                          Will they gave us a clue on the orbs. I have a full set of TBS gear on my sons pally and I put a Foggy air orb in the slot and it reduced his agi to 1 plus several other stats but it increased his dex alot. So, no good there. However the clue is a Translucent Energeian Elemental Orb

                          There has to be a way to combine the four basic elements together. Gentlemen start your engines!!!

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                          • #14
                            I already suggested this and got shot down - not yet implemented - but according to Merloc the system is based on 8 corners of a cube + water in the middle.
                            Gaell Stormracer, Storm Warden of Tunare, United Kingdoms, Antonius Bayle

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                            • #15
                              The thiing I hate about orbs is that you have no in game way of knowing the effect until you actually buy one and put it on. If it works different to how you expect, sorry no refunds for you.

                              On my baby warrior I bought a Dull earth orb expecting my AC and HP to go up. However due to the -Dex and - Agi my AC actually went down. So I ended up buying and using a fire orb instead.

                              Sun

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