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crafting rules. Weapons, armors, and equippable items EmptySun Dec 05, 2021 11:01 am by Wilfred Locks

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crafting rules. Weapons, armors, and equippable items EmptySat Dec 04, 2021 12:39 pm by Wilfred Locks

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crafting rules. Weapons, armors, and equippable items EmptyFri Dec 03, 2021 10:26 pm by Wilfred Locks

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crafting rules. Weapons, armors, and equippable items EmptyWed Nov 03, 2021 11:05 pm by Wilfred Locks

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 crafting rules. Weapons, armors, and equippable items

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Wilfred Locks
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Wilfred Locks


Posts : 188
Join date : 2020-02-13

crafting rules. Weapons, armors, and equippable items Empty
PostSubject: crafting rules. Weapons, armors, and equippable items   crafting rules. Weapons, armors, and equippable items EmptyTue Apr 14, 2020 2:58 pm

crafting of weapons, armors, and wearable items.

Now with weapons, armors and items. There are several things. A weapon is self explanatory,but armor is covered with helmet, chest armor *platemail as an example*, leg armor *like greaves*
And arm/ hand covering like gloves/guantlets.

Armors and weapons are not restricted by class, but with weapons you can equip, and use a weapon you have the appropriate  level in proficency in. With armor the only factor that influences what type of Armor would be ideal for your Avatar is that specific types of Armor carry specific bonuses for certain Classes. As such, it is recommended to use Armor that carries the best bonuses for your Class choice. Accordingly, descriptions on what bonuses are given per type of Armor equipped will be shown below.

Items can be used by anyone of any class. But can only be crafted by the appropriate item/potion crafter of said level. Items  cover two categories  with either consumables, and equippable items. Consumables are like transmitters, lodestones. ( covered in Crafting guide basics )  While wearables  like necklaces, and rings house passive bonuses, and even super rare ones dropped from bosses/creatures may have unique effects or abilities tied to them.

Each of these has various slots depending on the level of said weapon, armor, or item. These slots effect the base, and sub stats of charecters. Positively,or in the case of unknown factors. Negatively

Crafting weapons/armors, items

This is pretty simple. As all the user does is create a topic titled "creating said weapon". It takes 4 ooc hours per level  of  said weapon, this is restricted however by what level your armorsmithing, blacksmithing, or crafting is. Meaning if level 1 in armor smithing. You can only create level 1 armor.

With reforging, and refining. The time to do these are 8 hours per level of said object. Depending on the quality of said object. This will be increase considerably. (Covered below.)


Reforging/quality improvement, and refining

Thoes with blacksmithing, crafting, and armor smithing could refine, and further improve weapons, items, and armors of theirs, and others.  Depending on craft. This however is limited to the level of Armorsmithing, crafting, and blacksmithing that said charecter has.  Meaning charecters cannot refine, reforge/improve quality of weapons, items, and armors of an higher level then their armor crafting, crafting, and blacksmithing.

Refining

Allows the armor, crafting, weapon smith to switch the bonus an armor, weapon, or wearable item posesses to another bonus. (Example: switching +10 strength, to +10 DFR.) This cannot  be improved beyond the level of the refined equipment. Meaning level 3 boots cannot get level 5 bonus stats. This bonus cannot also be granted to the ACR stat directly.

Reforging, and quality improvement.

Reforging, and quality improvement  allows the crafter  to further enhance an weapon, armor, or item respectively.  It grants an additional slot for another stat, or a similar stat. (Can only place a single stat on a object 3 times )

When improving quality of a weapon, item, armor. Each Level of Quality improvement grants a bonus of 10 points able to be invested into the Bonus Statistic Slot created by reforging.

This will grant an "+1, 2, etc" next to said object. And will increase the durability of said armor by +100 points.  In the case of weapons. This will grant +10  to the damage said weapon deals. There is no limit to how many times you can reforge equipment.

While simotaniously will increase the rarity quality of said weapon, armor, or item.  But this can only be reforged up to the maximum in rarity  for players up to unique quality. That will increase the overall price when selling the object on the Npc market. And may influence your trading prices/options when tradng among other players.

When you reforge an object up to unique rarity. You can additionally add an special ability  to said object. Note that this will have to be approved before going into use.

Additionally depending on the quality of an object. The time to refine, or reforge / improve quality of such things. Will increase signifigantly

Common: 8 hours per level
Rare: 16 hours per level
Epic:24 hours per level
Unique: 36 hours per level


example:


The  spoiler below is the statistic guide, and slot guide for weapons, armor,and items (both wearable, and consumable) will have the appropriate numbers based on level too.

table:
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Wilfred Locks
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Wilfred Locks


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crafting rules. Weapons, armors, and equippable items Empty
PostSubject: Re: crafting rules. Weapons, armors, and equippable items   crafting rules. Weapons, armors, and equippable items EmptySun Jun 06, 2021 10:49 pm

bonus statistical limitations guidelines on items, armor, and weapons

Now of course just because you can  make and apply bonus statistics to weapons, and armor, does not mean it is statistic bonus open season.  like with anything there are limits to what is allowed, and how much. typically the higher the grade of an item, weapon, armor, or assessory. The more that is allowed to slide. 


percentage modifications.

for starters  the ranges of bonuses applied are in percentages for damage reductions, and increases are pretty straight forward.

common: 5%
rare: 10%
epic: 15%
unique: 20%


Legendary, and Artifact class items, weapons, armor, and asscesories,  can vary between 25%-40%.  in terms of percential decreases and increases.

this however has an in built cap in the bonuses applied.

damage reduction: caps at 80% across all items/ effects stacked up.

damage increase caps at 200% across all items/effects stacked.

there is no way to bypass this limitation. 

As for hitting with an status aliment, like sleep, or stuns, or poison. The ability to impact these are common, but too are limited. 

status affliction modifications

statistical effects limitations: +50% for the increase in a certain affliction to hit. -50% to decrease for an affliction to hit

granted while the above is simple there are no means to increase this any further. it is enough to reduce the impact of an affliction to lower then 10% in some cases. while increasing the chance of specific afflictions to land at close to 80%. by the dice rolling system.

immunities

immunities like specific status afflictions, or otherwise effects are exceedingly rare, and are seen either in a class or type of  creature. (very rare on armor/weapons, or asscesories.) Granted these are so Rare as they are reserved at minimal to legendary equipment at a hefty cost. like a reduction in stats or even increase in damage from a source.

to balance it out in general for items, objects, and even abilities these come as systematically as a high priced objects and granted  are even harder to create. note in the case of damage types like fire immunity these are typically not allowed on items, and on abilities, and are locked behind very high level class specific stuff. or otherwise would be more reserved to NPC's.


the duriation even on abilities would be a minimum of 3 posts, while having a very high post cooldown.


cool down reductions.

on a similar vein as damage reductions the ability to reduce the cooldown is more less rare. this is geared to while allowing more frequent use of certain abilities, and even spells. its not so much to outright make things become easy to fire off abilites. As such these are commonly leaned towards epic class weapon, armors, and asscessories, while potential for a personal skill via the generalist class is possible.

as such there are some hefty limits still.

1. A charecter is only allowed at the maximum of 3 different cool down reductions. at one time.

2. cool down reductions are classified by the weapon class, or spell class. (example: 1 post cooldown reduction on 1 handed sword abilities. 2 post cooldown reduction on lightning spells rank 4 and higher.

3. the maximum number of posts cooldowns can be reduced by is 4.  this is for level 10 spells/ abilities, or weapon arts.

4. if other cooldown reductions are picked up then they will be re rolled. 

5.cooldown reductions are diffrent then reduction in completing tasks.



cor/ EXP bonuses

a common effect that amplifying by a set amount  cor, and exp earned in training, quests, and battle, as well as crafting. these bonuses can vary greatly as even a common will grant roughly 12-15%. while epics can grant 30-40% bonus. but the maximum allowed at legendary/artifact level is 90% bonus cor/ exp.

this is appied at the end during claims, and at the end of tallying up exp, gold, and stats.
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Wilfred Locks
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Wilfred Locks


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crafting rules. Weapons, armors, and equippable items Empty
PostSubject: Re: crafting rules. Weapons, armors, and equippable items   crafting rules. Weapons, armors, and equippable items EmptyMon Oct 18, 2021 6:20 pm

Weapon/ armor Durability

The main take away here is that weapons and armors while they are in great shape, can and must be maintained.

Similar to the HP system for charecters a weapon, and armor sets and equipment will eventually break, or break once they hit their threshold. This is based on when taking damage, and even certain afflictions like acid, and other things can come into effect.


Damage threshold


A weapon/armor, and even items have a threshold. These thresholds determine the effectiveness of the bonuses granted, and even protections granted.


level 1-4: Armor, weapon, item health= 200.

level 5-7: Armor, weapon, item health= 400

level 8-10: Armor, weapon, item health= 800.

legendary equipment based on the level have an additional 300 health added to them.

Armor, and item health


Once the base DUR granted is removed, any subquent damage afterwards affects the armors health pool. Once the health pool is reduced  to 50%  any statistical bonuses, and/ or sbilities are disabled untill repaired.


Weapon health

weapons when used in the clashing system, or otherwise directly, or indirectly attacked, or used to block/ deflect attacks will suffer damage equal to 1/3 of the total damage delt. Namely it is important to make sure you weapons are in good repair, as these can and will result in you potentially suffering from a broken weapon. Once weapon health hits 50% any statistical bonuses, and abilities will be disabled untill repaired.


damage states:


once a weapon, armor, or item takes damage beyond the 50% marker there are several states it could potentially be in, this influences how much, and severe the damage could be. up to totsl uselessness of that particular object.


Broken:

At this state the object is clearly dysfunctional, requiring significant repair. The cor cost will be +50% of the original value, in the meantime said item will be useable, but will grant no statistical value, from bonuses, and ability usage.


Shattered

An State most severe in combat, and devastating to repair, once in this state, a weapon, item, or armor piece is in pieces, this will take away any refinement, or even cause other severe cases. The grade quality may even drop in super rare cases.

Restoration costs 150% the original price, and in the case of grade replacement except for legendary/artifact grade(these will not lose their grade.) the cost is 200%.

the action to restore is used with above rules of reforging said weapon, item, or armor peice. But it is important to note that reforging is based purely on the respected crafter/smiths skill level.
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PostSubject: Re: crafting rules. Weapons, armors, and equippable items   crafting rules. Weapons, armors, and equippable items Empty

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