Difference between revisions of "Enhancive item/saved posts"

The official GemStone IV encyclopedia.
Jump to: navigation, search
m (1 revision)
(New page: {{saved-post | category = Four Winds Hall | topic = Benefits | messagenum = 7827 | author = GS4-ZYLLAH | date = 6/7/2008 5:35:07 AM | subject = Re: Enhancives Question }} <div id="t...)
(12 intermediate revisions by 3 users not shown)
Line 1: Line 1:
==Re: Enhancives Question==
 
{{saved-post
 
| category = Game Design Discussions
 
| topic = General Discussion about Gemstone IV
 
| messagenum = 4190
 
| author = GS4-COASE
 
| date = 7/12/2007 10:52:19 PM
 
| subject = Re: Enhancives Question
 
}}The [[Enhancive item|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.
 
 
Coase
 
 
==Re: Enhancives Question 2==
 
 
{{saved-post
 
{{saved-post
 
  | category = Four Winds Hall
 
  | category = Four Winds Hall
Line 19: Line 6:
 
  | date = 6/7/2008 5:35:07 AM
 
  | date = 6/7/2008 5:35:07 AM
 
  | subject = Re: Enhancives Question
 
  | subject = Re: Enhancives Question
}}''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.<br>Kyle''
+
}}
 +
 
 +
<div id="tmsgc15t4m7827">
 +
<em>&lt;&lt;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 it's charges are drained? If it's clothing/armor does it go down alittle every day? I just don't know, these are pretty much new to me.<br></em>
 +
 
 +
Kyle&gt;&gt;<br>
  
 
Almost anything can have [[Enhancement|enhancive]] properties added. The only item I know for sure off the top of my head that doesn't work with the enhancive system is jewelry for [[piercing]]s.<br>
 
Almost anything can have [[Enhancement|enhancive]] properties added. The only item I know for sure off the top of my head that doesn't work with the enhancive system is jewelry for [[piercing]]s.<br>
  
[[Enhancive item]]s 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.
+
[[Enhancive item]]s have a set number of [[charge]]s (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.
 
<br>
 
<br>
 
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.<br>
 
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.<br>
Line 30: Line 22:
 
Zyllah
 
Zyllah
  
==Crumbly enhancive item value adjustment==
+
<!-- message formatter by simu-andy@play.net -->
{{saved-post
 
| category = Game Design Discussions
 
| topic = Items and Inventory
 
| messagenum = 1729
 
| author = GS4-STRATHSPEY
 
| date = 4/7/2009 10:37:12 PM
 
| subject = 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.
 
 
 
[[Weapon]]s, [[armor]], and containers are already prevented from crumbling by the system, and are thus unaffected by this change.
 
 
 
Short-duration items that are activated for enhancive effect (like potions) are also unaffected by this change.
 
 
 
-Strath
 
 
 
==Enhancive Update==
 
{{saved-post
 
| category = Game Design Discussions
 
| topic = Items and Inventory
 
| messagenum = 1800
 
| author = GS4-ESTILD
 
| date = 5/5/2009 10:32:57 PM
 
| subject = Enhancive Update
 
}}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).
 
 
 
GameMaster Estild<br>
 
[[Cleric]]/[[Empath]] Team
 
 
 
==Re: Enhancive Update==
 
{{saved-post
 
| category = Game Design Discussions
 
| topic = Items and Inventory
 
| messagenum = 1997
 
| author = GS4-ESTILD
 
| date = 5/12/2009 10:25:52 PM
 
| subject = Re: Enhancive Update
 
}}In response to player feedback, we've updated the [[AS|Attack]] and [[DS|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.
 
 
 
GameMaster Estild<br>
 
Cleric/Empath Team
 
 
 
==Re: Enhancive Update 2==
 
{{saved-post
 
| category = Game Design Discussions
 
| topic = Items and Inventory
 
| messagenum = 2002
 
| author = GS4-ESTILD
 
| date = 5/12/2009 11:23:18 PM
 
| subject = Re: Enhancive Update
 
}}<i>>And the Con stat? And Physical Training ranks (if below maximum hit points)? -Eugenides</i>
 
 
 
Enhancives which boost the character's [[Constitution]] or [[Physical Training]] won't count against them.
 
 
 
<i>>And Harness Power ranks? -Eugenides</i>
 
 
 
There is no AS/DS penalty for missing mana.
 
 
 
<i>>You said items... but does this also include things like CMan Toughness (since it adds health)? -MOONGODDESS</i>
 
 
 
Sorry, that should have been any enhancive (item or effect). Yes, it includes [[Combat Toughness]].
 
 
 
<i>>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</i>
 
 
 
That's due to a bug, which I just corrected. Toughness is an enhancive.
 
 
 
GameMaster Estild<br>
 
Cleric/Empath Team
 
 
 
==Premium Enhancives & Crumbling==
 
{{saved-post
 
| category = Four Winds Hall/Premium
 
| topic = Benefits
 
| messagenum = 9456
 
| author = GS4-ZYLLAH
 
| date = 5/8/2010 6:27:03 AM
 
| subject = Re: PP Enhancives
 
}}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. ;)
 
 
 
Zyllah
 
 
 
Jenkss cat Rex padded past me, curiosity doing its best to fulfill its promise.
 
 
 
- "For a Few Demons More" by Kim Harrison
 
 
 
==Enhancive Capacity==
 
{{saved-post
 
| category = Quests/Sagas/Events
 
| topic = Sylinar's Spire
 
| messagenum = 169
 
| author = GS4-WYROM
 
| date = 11/13/2014 9:07 AM
 
| subject = Sylinar's Spire: Capacity Question
 
}}''>>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.
 
  
~Wyrom, APM
+
<br>&nbsp;
 +
</div>
  
[[Category:Item Enhancements]]
+
[[Category:Enhancements]]
[[Category:Basic Mechanics]]
 

Revision as of 18:59, 7 June 2008

Category: Four Winds Hall
Topic: Benefits
Message #: 7827
Author: GS4-ZYLLAH
Date: 6/7/2008 5:35:07 AM
Subject: Re: Enhancives Question


<<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 it's charges are drained? If it's clothing/armor does it go down alittle every day? I just don't know, these are pretty much new to me.

Kyle>>

Almost anything can have enhancive properties added. The only item I know for sure off the top of my head that doesn't work with the enhancive system is jewelry for piercings.

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.
Zyllah