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      WANTED: ROLEPLAY-ERS   09/04/18

      A new roleplay section has been added to the forum.  Jump back into Naerath in a whole new way!

Forum Blob

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About Forum Blob

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    Naerath Settler
  1. Perhaps tone down spawn rates in some zones

    I also quite enjoy the short spawn rate, except for boss monsters (*flashback* to my first defeating of glimmerfade, where he/she? instantly respawned after i killed her, "the-horror" *shivers* ) but this did not happen since then, killed her together with hype and could even loot her HUZZAH so for me everything is rainbows and sunshine in GF :3 but changing the respawn mechanic so a respawning creep comes back alive at another place (not at his death position) could maybe help the situation of new players getting zerged to death without touching the timers. I'm fine either way (the dynamic rate based on current players in the map sounds great too).
  2. quick question

    thanks for confirming it... and oopsy didn't look through the forum *soo much drama *
  3. quick question

    is it normal that one cannot party with another player of a hostile faction even when in the same guild?
  4. Adventures of Blob: Blacksmithing Vol. 1

    ha seems you are completly correct ! 0.8 would be the 80% for the junk heavy armor bp in the first pic. 1.4 would be the 140% for the legendary heavy armor bp in the second pic. wow you are awesome hype this is great !!! *happyhippo-dance* thanks
  5. Need help

    I... uhh... *mind blown*... soooo smithing has its own rules for req. attributes... I always tried to figure attribute req out with looted items... man I am stupid hahaha big thanks for info finally I can add this to the guide with a clear conscience.
  6. Need help

    ahh yes yes strength requirement, my old nemesis... I still don't know all sources that influences it but you could try to lower the blueprint quality (the finished item still will be rare/leg) which should lower str req. but you would still need to play around with it (trial/error) to get optimal results. I can't guarantee it, tho. if your blueprint is already junk quality, welp I got nothing else on my end, sorry (if it works out for you, please let me know ^.^ )
  7. Item chat links issue

    just letting you know that I could not link some items in chat today but some items did work. by the items that do not work it only types [inventory+number] in chat without actually linking it. I tried to trade andivarri 1 item I could link and 1 item I could not. he tried to link both of em which turned out in both not working (only [inventory+number] in chat)
  8. 1.0 Introduction: The goal of smithing is to increase the basic stats of gear. The basic stat for weapons is Damage and for armor-items it is armor-effectiveness. Smithing does not influence armor-value or enchantment boni like "-Increases Strength by x points". Skills: Blacksmithing (influences max improvement levels and success chance) Mining (main source for ingots) Disenchanting (main source for blueprints and charging state capsules) Conjuration (main source for capsules) complementary skills: Enchanting (useful to enchant freshly forged items with runes/bonus) 1.1 Basics: To craft an item, one only needs 3 things: A Blueprint, Ingots and a charged State-Capsule. -1.11 Ingots: Ingots are gained by melting down ores: Which ore and ingot one can get depends on ones mining skill. collecting mechanics: Every tick (~10 sec) while collecting/smelting a dice roll with your particular success chance occurs. Passing this roll grants between x to y ores. I do not know the exact numbers for x and y and if they are scaled with skill level or not (personal observations were x=1, y=20). An Ingots crafting potential plays an important role in smithing. The item level of an ingot determines if one can use it for an particular blueprint. However, this follows a tiered structure rather than absolute levels: tier 1 = level 1-5 ; tier 2 = level 6-10 ; tier 3 = level 11-15 ; tier 4 = level 16-20 ; etc. examples: Blueprint level 13, usable ingots : Copper, Iron, Bronze. Blueprint level 27, usable ingots : Copper, Iron, Bronze, Silver, Mithril, Gold, Platinum. Blueprint level 46, usable ingots : ALL. -1.12 Blueprints: Blueprints are found all over Naerath and also acquired by disenchanting an item. Blueprints also come in different qualities which do influence smithing results. The item level of a blueprint determines the min level of the finished item, meaning smithing will potentially only increase the required level and never decrease it. So it is possible to create a level 50 item out of an level 20 blueprint. But it's impossible to create a level < 20 item out of the same. The most important bit for required level of an crafted item is: Your character level limits the required level of an item you can craft, but not its power ! This means that a smith at level 30 can make better level 30 items than a smith at level 40. How much better the item will be still depends on ones smithing skill. Smithy trick 101: crafting a junk blueprint into legendary and disenchanting it will give you a legendary blueprint. -1.13 State Capsules: Empty state capsules are collected via the Conjuration skill and charged by disenchanting items. better quality does not increase the base stats of an crafted item directly but influence the required level of it. (level 13 legendary item can have an higher armor effectiveness than a level 13 junk item before turning into level 14) Charged "Junk" State Capsules are not required to craft junk items and thus are literally "Junk". Attribute requirement: quality in conjunction with level, determines the required attribute value needed to use the crafted item. formula: required_attribute_value = y * req_level +10. for junk and common y = 3 for uncommon, rare and legendary y = 4 example: crafting a lvl 14 common long-sword will require 52 strength (3 * 14 + 10). crafting a lvl 14 legendary long-sword will require 66 strength (4 * 14 + 10). note: this formula only counts for crafted items, looted items do not follow this! (looted items tend to have a lower attribute req.) *thanks to Dan for providing this info 1.2 Smithing: How much improvement levels a smith can apply depends on his effective Skill Points which are the sum of his natural skill level + gear bonus divided by 3. To see how Improvement levels / ingots /state capsule /blueprint quality effect the outcome take a look at this: x=0.8 with legendary blueprint: x=1.4 (pseudo) formula: armor effectiveness = x * improvement_level * ingot_bonus + base_value(no-ingot-value) x depends on blueprint quality and type: Medium Armour: Heavy Armour:Junk = 60% effectiveness (x=0.6) Junk = 80% effectiveness (x=0.8) Common = 70% effectiveness (x=0.7) Common = 90% effectiveness (x=0.9) Uncommon = 80% effectiveness (x=0.8) Uncommon = 100% effectiveness (x=1.0) Rare = 90% effectiveness (x=0.9) Rare = 120% effectiveness (x=1.2) Legendary = 100% effectiveness (x=1.0) Legendary = 140% effectiveness (x=1.4) *thanks to Hyperion for HyperX-ing 1.3 Conclusion: A smith of an particular character level can create the best items for this level and it's power is only limited by his smithing skill level. Using the best ingot influences greatly the result of smithing and thus the best results a smith gets start at blueprint level 46. In theory it is possible to craft UBER-Items: creating a character that only focuses on increasing his smith skill while trying to not level up could create some insane items for his level. (imagine a crafted lvl 30 item of a lvl 30 smith with maxed smith skill+all points into smithing + high smith gear) While its possible that a high level smith can create still usefull/good items for lower level players they will never be over powered. Specializing is greatly rewarded! 1.4 thanks and ending: Big thanks to Hyperion and Cajunfried2016 who helped me confirm a lot of assumptions/figure things out. Also thanks to all of Azure Storm for being awesome! and of course thanks to Dan for making everything in the first place I hope this will be helpful and cya later in Volume 2 alchemy... Thanks for reading ^.^ 1.5 P.S: "crafted by name" gets overwritten with "enchanted by name". In the name of all the smiths and crafters of Naerath and the whole Hammerforge Legion I kindly ask to make it so both signatures are stated on items. our egos need this !!
  9. Exploration Contest

    holy hell... congratz hype
  10. Congratulations Meta Blob!!!

    oh wow, thanks
  11. Lag Issues

    this seems like how it was for me before all the fixes ~1.5 weeks ago playing on FF. I can only recommend you, to try playing in google chrome, the game really seems to work much much better on it. If you do not want to try chrome, I can only suggest some bandage help: -only play with 1 window / 1 tab opened. -if the game gets like you posted, restart browser completely Dan is on the case!
  12. some small "quality of life" suggestions/issues

    yup total gain/loss (with frequency of individual sources counted for) per 24 h /or 8 h / or x h as an extra line would totally suffice (so to not mingle with mechanics) and would give a more accurate picture of ones resource production mhh does that mean they don't actually drink water? (reduce water at an interval ?) if no, what is the time period water gets reduced by dwellers ? or do they only reduce growth? mmhhh thinking about it, adding an additional/separate line that would show the requirement of an resource (per time-period) would also be great ! (I am evil...)
  13. most likely already known things/issues and there are probably more important things to work on, but still worth mentioning imho: -- normalized settlements resource growth display: Right now the growth display doesn't account for differences in collection time example: a wooden well produces 10 water / 8 h and increases growth display by 10; //1.25 water per hour a water fountain produces 40 water / 1 h and increases growth display by 40; //40.0 water per hour would one only look at the growth display it would seem like 4 wooden well are as good as 1 water fountain, which obviously is incorrect. _____________________________________________________________________________________________________________________ -- Exploration Mode chest/container only despawn/update their contents, when all items are looted: this could lead to some anticlimactic experiences especially for newer explorers. example: A more experienced/veteran player opens a lvl 2 chest and it contains 2 blue and 1 junk items, he only takes the blues. A new player tries his lockpicking skill on the exact same lvl 2 chest and even succeeds to unlock it only to be "rewarded" by 1 junk item. I do not really have any suggestion how to solve this but maybe others have some Ideas. In the meantime I would kindly ask all higher players to loot the chests/container they open completely to avoid some newbie tears ____________________________________________________________________________________________________________________ -- Exploration Mode Glimmering Forest one-way-paths For non teleport classes, there are some narrow tree paths that allow me to walk past them but it becomes impossible to go back again. I do not know if that is a bug/related to 3d models (I know that I am too fat !...) or even intended. also getting blocked by henchmen can become a have-to-flee sorta thing (for non teleport classes) _____________________________________________________________________________________________________________________ --Auction-House: option to filter out thrift shop (so to only see offers from other players) ______________________________________________________________________________________________________________________ wishful stuff: --settlement overview window (being able to see the resources/max resources of all owned settlements would go a long way) ______________________________________________________________________________________________________________________ mhh that should be all, thanks for reading keep up the god work P.S.: Group fighting in EM is sooo much fun!
  14. Lag Issues

    I did get that screen once too (before fixes) but the weird thing was that my GPU mem/ Generic mem usage were both normal/low (~20%/30%), and it never happened since then. I did however had other tabs open.