Bricksandparts Posted November 17, 2011 Posted November 17, 2011 On all this talk about items, specifically artifacts, and their effects: Would it be plausible to ask anyone that receives these special items to put their effects in their sig? It would help QMs and other players a lot if they knew the effects of said items. Or, as CMPOD mentioned, a gallery of artifacts... I'd be willing to help with that if you need it, CMP. Me too. I'll start collecting a list. Sandy, could you post your Quest Items? We could ask QMs to post their items. Quote
CMP Posted November 17, 2011 Posted November 17, 2011 Actually, I'm just about done. All I need is take a picture of the The Treasury of Artifacts and Other Less Important Items and I can post it. I didn't include starting weapons, that'd take forever... Also excluded quest items. Other than that, though, I think it's full enough so far. Going to wait for a quest to end before I update all the items from it so it goes faster when I go through it, since it seems like there's a huge pile-on of good stuff at the end. Quote
K-Nut Posted November 17, 2011 Posted November 17, 2011 Alright, out of sheer curiosity, I did some math. If one merges a weapon with all the gems, they get... Effective: Beasts Plants Fiery Monsters Icy Monsters Vermin Flying Monsters Aquatic Monsters Undead Monsters Humanoids Non Effective: Rock Monsters Quote
legobodgers Posted November 18, 2011 Posted November 18, 2011 Interesting, wouldn't the weapon be extra effective against humanoids and the undead? Quote
K-Nut Posted November 18, 2011 Posted November 18, 2011 Interesting, wouldn't the weapon be extra effective against humanoids and the undead? No, because it's not canceled out, and not effective against anything else. Quote
The Legonater Posted November 18, 2011 Posted November 18, 2011 @VolcanicPanik Some of us are already at odds with each other, at least in character, just because we inhabbit the hall, doesn't mean all the characters are going to be buddy buddy. For example, my charecter- Dyric Rone- and one of K-Nut's charecter's- Finnigan- have developed an apparent hatred for each other. Quote
legobodgers Posted November 18, 2011 Posted November 18, 2011 No, because it's not canceled out, and not effective against anything else. What I meant was that humanoids and the undead are not immune to any sort of magic so there would be only the elemental weaknesses so the weapon would do double damage to them. Quote
Brickdoctor Posted November 18, 2011 Posted November 18, 2011 QM Note: I'm trying to stall you guys. Tsk tsk...be a good QM and keep your quest moving. Quests that leave the players stuck in one place doing nothing for more than 24 hours can get boring if you keep stalling. Quote
Waterbrick Down Posted November 18, 2011 Posted November 18, 2011 Tsk tsk...be a good QM and keep your quest moving. Quests that leave the players stuck in one place doing nothing for more than 24 hours can get boring if you keep stalling. When all else fails, throw in a random battle, that at least keeps everybody busy for a few hours or so. Quote
Bricksandparts Posted November 18, 2011 Posted November 18, 2011 Alright, out of sheer curiosity, I did some math. If one merges a weapon with all the gems, they get... Effective: Beasts Plants Fiery Monsters Icy Monsters Vermin Flying Monsters Aquatic Monsters Undead Monsters Humanoids Non Effective: Rock Monsters That's when you need Jenson's bat: Security Bat (WP:4/8 against rock monsters) Quote
Masked Builder Posted November 18, 2011 Posted November 18, 2011 Tsk tsk...be a good QM and keep your quest moving. Quests that leave the players stuck in one place doing nothing for more than 24 hours can get boring if you keep stalling. Well the last battle and the end of the quest are coming quick. Why not let them have some fun? Quote
Sandy Posted November 18, 2011 Author Posted November 18, 2011 Alright, out of sheer curiosity, I did some math. If one merges a weapon with all the gems, they get... Actually, the elemental strengths and weaknesses cancel each other out despite of how many elements are in the mix. In the case of fiery monsters, for example, the nullifying effect of Ruby cancels out the strength of both Aquamarine and Garnet. For rock monsters, the strength of Aquamarine cancels out the nullifying effect of Ruby, Garnet and Sapphire. So a weapon with every gem infused would cause double damage only to beasts, humanoids and the undead, since they aren't immune to any element. Quote
Darth Nihilus Posted November 18, 2011 Posted November 18, 2011 "Why, certainly! It is the continent where I originate from, you see. Mistaria goes far deeper to the south than is shown on the map, all the way to the true Mistlands, and it is known for its winding rivers, lush jungles and peaking mountains - and of course the mists that it gets its name from. It is connected to the Low Kingdoms in the north-west by a strip of land, which prevents ships from sailing to the west to Baltarok. A blessing in disguise, I'd say, especially to the people of the Free Islands, because withouth that land we might have had a whole orcish fleet at our front door during the Invasion." "Mistaria is home to many races besides us Metasimians. Tribes of lizardmen, werepanthers and harpies inhabit the jungles, but the coastlines are reigned by the more humanoid races. I'd say you'd feel right at home in the fertile plantations of The Lance region, for example, and Eubric has had good trading relationships with the Port of Miranda for as long as this city has existed. You should definitely visit the lands of Mistaria, if you ever get the chance." Thank you very much for this info in the Library Sandy, I'm pretty sure I know where my Quest, when it starts, is going to take place Quote
Rumble Strike Posted November 18, 2011 Posted November 18, 2011 It's amazing how much I just took for granted when I was Questing! In my defence as a barbarian I've not really worried about healing. When Clerics heal someone outside of battle, how many health points do they regain? Quote
Quarryman Posted November 18, 2011 Posted November 18, 2011 Well the last battle and the end of the quest are coming quick. Why not let them have some fun? Well, being delayed due to having to wait for people in various timezones to do what we all know they'll do isn't what I'd call "fun". And missing the signup deadline for 3 quests is even less fun. Quote
Scubacarrot Posted November 18, 2011 Posted November 18, 2011 It's amazing how much I just took for granted when I was Questing! In my defence as a barbarian I've not really worried about healing. When Clerics heal someone outside of battle, how many health points do they regain? all =) Quote
Etzel Posted November 18, 2011 Posted November 18, 2011 It's amazing how much I just took for granted when I was Questing! In my defence as a barbarian I've not really worried about healing. When Clerics heal someone outside of battle, how many health points do they regain? all =) Yes, I believe that is right. At least during my latest quest I always healed everyone up to full health each time I healed outside of battle. Depletes one ether for every person you heal of course. Quote
Rumble Strike Posted November 18, 2011 Posted November 18, 2011 Thanks both! Hopefully this stuff will all sink in and it should help speed things up Quote
swils Posted November 18, 2011 Posted November 18, 2011 Hey Doc, was hoping to get a quick clarification on the Chunk of Lucky Table's effect. I initially took it to mean that the WP is set *and* limited to WP=1. I was writing up my Marketplace post (since I had already updated my signature), and just wanted to make sure that this was how the effect worked. Wouldn't want to toss it on a for-fun weapon only to find out that I could have built the WP of my main weapons back up after reverting to WP1, heh. Quote
Brickdoctor Posted November 18, 2011 Posted November 18, 2011 Hey Doc, was hoping to get a quick clarification on the Chunk of Lucky Table's effect. I initially took it to mean that the WP is set *and* limited to WP=1. I was writing up my Marketplace post (since I had already updated my signature), and just wanted to make sure that this was how the effect worked. Wouldn't want to toss it on a for-fun weapon only to find out that I could have built the WP of my main weapons back up after reverting to WP1, heh. I wanted it to be a fun weapon, so yes, even though it wasn't specified as such, I'm going to say that it's limited to WP 1. And it could be useful for those situations when the enemy is down to 5 Health. Your WP 6 axes would be overkill, but you could use the WP 1 Tongue and get better odds of finishing him. Quote
Darkdragon Posted November 18, 2011 Posted November 18, 2011 This is just an idea, but I think it would be nice to have some type of very simple rating system on the quest list for readers to know how long the quest might last. For example some sort of star system where the number of stars is the length in real-life weeks the host expects the quest to last. This would be useful for people to only sign up for quests they believe they will be around to fully participate in. It could be very beneficial in the coming weeks when folks might be going on winter holiday. I'd think once we got past 8 stars, just use the + sign to indicate "8 or more weeks". Here's an example: Quest #1 lasted approximately 3 weeks. So in my idea a line would have been added to the description such as: Length: *** Quest #4 lasted just under two months. So (if Brickdoctor was expecting it to last that long) it would be: Length: **** **** Of course I realize this isn't going to be 100% accurate, but will be an educated guess from the QM at the time of posting. It would be helpful though I think when folks want to participate but maybe know they won't be available after a certain amount of time - then we could potentially avoid issues with heroes dropping out of quests. I don't recall thing being brought up before, but if it has I apologize in advance for resurrecting it. Quote
swils Posted November 18, 2011 Posted November 18, 2011 (edited) I wanted it to be a fun weapon, so yes, even though it wasn't specified as such, I'm going to say that it's limited to WP 1. And it could be useful for those situations when the enemy is down to 5 Health. Your WP 6 axes would be overkill, but you could use the WP 1 Tongue and get better odds of finishing him. Thanks for the clarification. And yeah, no argument on the usefulness. Imagine if I end up in a fight against something that has an abnormally high chance to dodge attacks. Won't that creature look silly as I repeatedly smack it with a tongue-on-a-stick until it's dead, haha! Although, I'm not quite sure I understood your example entirely. Particularly the "better odds of finishing him" part. Both weapons would have the same chance to finish him, the difference being that the CoLT-weapon would have an additional chance to bring him down to 4 health. Which, in a team setting, could mean the difference between a follow-up attack from a teammate either killing it, or leaving it with 1 health, I suppose, heh. Edit: @darkdragon, I think that would work as a very rough estimate on the QM's end, but really, I think the largest factor in quest length is the party size and/or availability schedules of party members and QM. Edited November 18, 2011 by swils Quote
Zepher Posted November 18, 2011 Posted November 18, 2011 Cinna, yes, I am including a time estimate in my next quest, it will be longer (not as long as Brickdoctor's, but as long as my last one, which is longer than some other quests, though this time we'll be doing even more). ALSO, I advise that we think up a system for how many artifacts people can carry instead of doing the hat/cape/sheild/so on and so on system. Either wise we can keep making up more (arms, legs, boots, chests, gloves, hat, cloaks, etc.) and we can keep pouring them on. I think it will be easier than only allowing one hat, one glove, etc. Let's pick a number for each Hero, how many they can have equipped at a time. I'd say just four would be good. Quote
swils Posted November 18, 2011 Posted November 18, 2011 Cinna, yes, I am including a time estimate in my next quest, it will be longer (not as long as Brickdoctor's, but as long as my last one, which is longer than some other quests, though this time we'll be doing even more). ALSO, I advise that we think up a system for how many artifacts people can carry instead of doing the hat/cape/sheild/so on and so on system. Either wise we can keep making up more (arms, legs, boots, chests, gloves, hat, cloaks, etc.) and we can keep pouring them on. I think it will be easier than only allowing one hat, one glove, etc. Let's pick a number for each Hero, how many they can have equipped at a time. I'd say just four would be good. Four seems like a lot to me. In an admittedly extreme scenario, someone with 4 Artifacts could be under the effects of the three main condition-altering potions permanently, and still have room for something more (and even then, that's just "basic" artifacts, things that don't modify the character's behavior/battle actions that much). I think that having one weapon and two artifacts equipped at once is plenty. If you really want to add a realism factor in, then the "One hat, one pair of gloves, one pair of shoes...etc" rule could still be employed, but I think it would just make things more complicated than necessary. Though, to be fair, "item-slots" could be used to limit/prevent stacking.. if a QM wants to provide an artifact, but is afraid it could be too powerful if used in conjunction with another already in existence, say, a hat, then the new item could also be made a hat, and thus the two items will *never* be worn at the same time by a player. Unless, of course, I decide to re-roll as a two-headed ogre! Heh. Quote
Brickdoctor Posted November 18, 2011 Posted November 18, 2011 Although, I'm not quite sure I understood your example entirely. Particularly the "better odds of finishing him" part. Both weapons would have the same chance to finish him, the difference being that the CoLT-weapon would have an additional chance to bring him down to 4 health. Which, in a team setting, could mean the difference between a follow-up attack from a teammate either killing it, or leaving it with 1 health, I suppose, heh. Right. I think the artifacts have to be limited in both type and number. If you only limit someone to number, they could go around wearing four helmets, which would be rather ridiculous. I think it's a better idea to have set types of artifacts. Perhaps head, torso, legs, and arms. (Robes, Cloaks, and Armor would all fall under Torso) Quote
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