Difference between revisions of "Enhancive item/saved posts"
m (VANKRASN39 moved page Enhancive item (saved posts) to Enhancive item/saved posts: saved post reorg)
Revision as of 10:34, 29 March 2017
Re: Enhancives Question
The enhancive system has been updated to properly factor in Constitution enhancive effects when determining a player's Maximum Health level. Previously, an enhanced Constitution score did not cause players to gain (or lose, in the case of Constitution penalties) maximum health. This has now been corrected. One of the more noticeable effects of this change will be its impact on Death's Sting, as its Constitution penalty will now also reduce Maximum Health.
Re: Enhancives Question 2
Probably a better place to put this but sense I'm looking at adding enhancives to existing items via my points I'll put it here. What can and can't have an enhancive added? Can items with spells in them have enhancives added? What effects how quickly its charges are drained? If its clothing/armor does it go down alittle every day? I just don't know, these are pretty much new to me.
Enhancive items have a set number of charges (but how many is different from item to item). The premium enhancives come with a lot of charges compared to most other items in the game. The charges are drained via a random roll system. The chance to lose a charge each time is quite small, but the longer you leave an item activated the more this will catch up to you.
There is a chance to lose a charge when you activate the item (which would be getting it in your hand if it's a weapon or shield or wearing it if it's a worn item). Then while an item is active there are periodic rolls made to see if a charge is lost. So the more you have an item active the more of these rolls take place.
People who keep their item active and are in the game for long periods of time tend to use up their enhancives much quicker than people who only keep theirs active for shorter periods or are not in the game as much. Of course there's also some luck to that and if the rolls go against you your item might seem to lose charges more quickly than someone else's, or if they go in your favor last much longer.
Crumbly enhancive item value adjustment
To better reflect the transient nature of enhancive items made to crumble after their final charges are gone, the assessed value of these items has been reduced. The silver value of enhancive properties of crumbly items will now be 2/3 of the value of the same properties in a non-crumbly item. Players might most readily see this change reflected in the reduced cost to recharge crumbly items using Adventurer's Guild bounty points.
Short-duration items that are activated for enhancive effect (like potions) are also unaffected by this change.
Enhancives which boost a player's resource pool (mana, health, spirit, or stamina) will no longer affect a player's current pool when the effect/item is added or removed. There is an exception to this rule. If you lose a bonus and your current pool is above the new maximum, it will subtract out the amount of the lost bonus, but will not take you lower than your new maximum. e.g. You have a normal maximum of 100 mana with a bonus of +25, totaling 125. If you have 120 mana at the time of the lost benefit, it would reduce your current mana to 100, to match the new maximum of 100. However, if you had 150 mana at the time of the loss, it would only reduce your current mana to 125.
This will ensure players do not suffer a loss of their resources at a critical time (e.g. during a hunt and your mana-well potion ends) and that they will not suffer penalties for going below zero of their current pool (nerve damage from loss of mana, death from loss of hit points, etc).
Re: Enhancive Update
In response to player feedback, we've updated the AS and Defense Strength formula when accounting for missing health and spirit. Instead of using the player's enhanced health/spirit, the combat system will no longer count +maximum health or spirit items against the player. Take note that enhancives which modify a player's Aura stat (thus increasing their spirit) are still used.
For example, a warrior with 200 hit points normally starts seeing AS penalties when his hit points fall below 150. That is, he can lose up to 50 hit points before experiencing any combat penalty. If he wears a +20 hit points item and heals up to 220 hit points, he still will not see any penalties until his hit points fall below 150. So he now can lose up to 70 hit points before experiencing combat penalties.
Re: Enhancive Update 2
>And the Con stat? And Physical Training ranks (if below maximum hit points)? -Eugenides
>And Harness Power ranks? -Eugenides
There is no AS/DS penalty for missing mana.
>You said items... but does this also include things like CMan Toughness (since it adds health)? -MOONGODDESS
Sorry, that should have been any enhancive (item or effect). Yes, it includes Combat Toughness.
>It's not an enhancive bonus, and is thus counted as your regular maximum. As an example, if you train in the Maneuver, and check your health, the addition is not highlighted in yellow.-Eugenides
That's due to a bug, which I just corrected. Toughness is an enhancive.
Premium Enhancives & Crumbling
I know we already took care of your crumbled item, but figured I should post for general reference.
If an item is already crumbly when you submit it to have it made into an enhancive item (usually because it's an imbeddable) then it should remain crumbly after it's made into an enhancive. (I usually try to check that and let the player know via scroll message and ask if they want to proceed with that item or change to something non-crumbly.) If the item is not crumbly when it's submitted to have enhancive properties added to it then it should remain non-crumbly. This requires that the GM making it remembers to set it correctly though, so it's possible mistakes are made.
If you think you have an item that is mistakenly crumbly via PP enhancives, you can always assist to have a GM check it and fix it if needed. It's better to do that BEFORE it crumbles. ;)
>>What is the maximum capacity of charges an item may hold, and is there an easy way to determine what the current capacity is?
About 400. Premium enhancives start at 200. Most anything you find out of the treasure system is anywhere between 10 to 80. Giftbox items are 80 charges. But you'll need to do the research.
Enhancive Charge Draining
- >A quick question - equipping an enhancive has the potential for stripping a charge, in addition to the random drain effect.
- >Do these mechanisms forego that potential? Or does the potential for stripping a charge upon activation still exist?
The way enhancive charge drain works is that each active enhancive item is checked every so often while it is activated. If enough time has passed since the last degradation roll, then a new degradation roll is made. Equipping an item or using INVENTORY ENHANCIVE ON both simply activate the item. Whether the degradation roll occurs or not depends solely on the time since the last degradation roll -- the method of activation has no bearing on this.
- >Once I use the inv enhansive off. Do I still have to potential to loose charge by removing or wearing enhansives?
No. As noted above, none of your enhancive items will be active, so there will be no charge degradation rolls.
- >Also, just for my own reference, what is the behavior when the clock runs out? Do all your enhancives just turn back on, or do I get one last switch if they're off. I just want to make sure that if I start doing this and lose track of time that I'm not SOL if I think they're off for a week after time runs out.
The only thing that is gated is the use of the INVENTORY ENHANCIVE OFF command. If your enhancives are turned off and your 30-day timer expires, they will continue to be off until you turn them back on via INVENTORY ENHANCIVE ON (which is always a free command to use).