eniac
Junior Member
Posts: 83
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Post by eniac on Nov 28, 2008 14:37:10 GMT -5
For an item to be worn on the face you need to use Q... or AQ for takable and wearable on the face.
For an item to be worn on the ears you need to use R or AR for takable and wearable on the ears.
To use the new modifiers you should use 16 for exp and 30 for alignment.
-E
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Post by Tarbal on Nov 28, 2008 15:44:12 GMT -5
can you give some more info on how the new modifiers work? especially the exp mod. does it just add xp to your total?
also....it is really GREAT to finally see some new eq slots....now i have to start writing new items to fill these slots!!!
what are the guidlines for these slots? i would imagine that ears would prolly follow same guidelines as rings.....and face would maybe follow neck or feet......or maybe hands....
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Post by Arizhel on Nov 28, 2008 16:17:58 GMT -5
I seem to recall hearing that the guidelines for these new equipment slots are significantly tighter than the rest, at least for the time being. That's really a Ciara question, though, so don't quote me or anything.
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Post by Tarbal on Nov 28, 2008 16:36:40 GMT -5
I seem to recall hearing that the guidelines for these new equipment slots are significantly tighter than the rest, at least for the time being. That's really a Ciara question, though, so don't quote me or anything. yeah........you have been quoted!
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eniac
Junior Member
Posts: 83
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Post by eniac on Dec 2, 2008 18:48:28 GMT -5
I seem to recall hearing that the guidelines for these new equipment slots are significantly tighter than the rest, at least for the time being. That's really a Ciara question, though, so don't quote me or anything. yeah........you have been quoted! A bit of explaination on the modifiers: The EXP is modifier will be an additional percentage of what you would normally gain... this goes towards combat xp, flee xp, kill xp, and maybe death(need to confirm) The ALIGN modifier causes one to lose alignment faster or slower based on this number... Right now this number is a exponential so the difference between a 1 and a 2 is pretty high. This might be tweaked later as more items pop up.... As for guidelines.... Ultimately Ciara has the final say... However from my discussions with her I understand the guidelines to be: If the item loads normally the new equipment slots are to have no ac, and no other modifier besides the new modifiers. I believe exceptions will be made for quest eq. Ciara did I get that right? -E
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Post by Tarbal on Dec 3, 2008 3:51:55 GMT -5
what happens if i use negative numbers for these modifiers? does it cause you to get less xp than you normally would?
also, are these modifiers only to be used on the new eq slots? or are we free to use them anywhere?
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eniac
Junior Member
Posts: 83
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Post by eniac on Dec 3, 2008 9:37:55 GMT -5
what happens if i use negative numbers for these modifiers? does it cause you to get less xp than you normally would? also, are these modifiers only to be used on the new eq slots? or are we free to use them anywhere? Negative numbers work! And what is interesting is a negative number for alignment will probably be more desirable as it causes a lower alignment change per kill. As for using the modifiers with other items I do not know. I am sure there are circumstances where it would make sense. Like a awesome weapon that gives you a negative xp bonus or something of that sort. If you're planning something like that run it by Ciara. -E
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Post by banger on Dec 3, 2008 21:47:34 GMT -5
Awesome. Three cheers for negative alignment modifiers: 1. "Neutral" might actually become a viable character option (yeah, you could do it before, but almost no one did). 2. Getting zapped during gauntlets is not fun (funny perhaps, but not fun). 3. The every half-hour alignment stop in eq runs is irritating (it's not that big of a deal really, but I needed a number three). Anyway, nice addition!
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Post by osmium on Dec 11, 2008 10:05:06 GMT -5
Is there a "P" wear flag? My docs, and the online docs, stop at "O".
Thanks,
Os
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eniac
Junior Member
Posts: 83
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Post by eniac on Jan 6, 2009 17:48:09 GMT -5
Is there a "P" wear flag? My docs, and the online docs, stop at "O". Thanks, Os Yes but it is unused at the moment. ~e
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Post by Dank on Jan 10, 2009 17:15:18 GMT -5
Awesome. Three cheers for negative alignment modifiers: 1. "Neutral" might actually become a viable character option (yeah, you could do it before, but almost no one did). I resemble that remark.
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Post by Kailyn on Aug 11, 2009 6:56:14 GMT -5
Posting here and to the builders' board:
New Face and Ear Guidelines for Builders and Writers
Stats:
Intelligence - Acceptable in either slot with a maximum of +2, but may not be combined with Wisdom if item is usable by mage or cleric. If mage usable, item must be very difficult to acquire and highly restricted. If combined with any other stat and obtainable in-game, the int must be reduced to +1 and the secondary stat must be limited to +1. May be combined with damage or regen only for class-specific items for underutilized classes, eg. sohei, with an appropriate degree of difficulty.
Wisdom - Acceptable in either slot with a maximum of +2, but may not be combined with Intelligence if item is usable by mage or cleric. If cleric usable, item must be very difficult to acquire and highly restricted. If combined with any other stat and obtainable in-game, the wis must be reduced to +1 and the secondary stat must be limited to +1. May be combined with damage or regen only for class-specific items for underutilized classes, eg. jedi, with an appropriate degree of difficulty.
Constitution - Acceptable in either slot with a maximum of +2. If combined with any other stat and obtainable in-game, the con must be reduced to +1 and the secondary stat must be limited to +1. Items using con in combination with another positive affect should be difficult to obtain and should utilize reasonable restrictions upon class, level, and alignment.
Strength - Acceptable in either slot with a maximum of +2, but must be very carefully restricted for all classes and alignments due to the direct effect str has upon damage. If combined with any other positive stat affect and obtainable in-game, the str must be reduced to +1 and the secondary stat must also be limited to +1; +2 str may only be combined with another affect if the item is quest-only and is very highly restricted in usage. In-game items using str in combination with another positive affect should only load on very challenging mobs at low rates and should utilize carefully calibrated restrictions.
Dexterity - Acceptable in either slot with a maximum of +2, but like strength items should utilize carefully calibrated restrictions. If combined with any other positive stat affect and obtainable in-game, the dex must be reduced to +1 and the secondary stat must be limited to +1; +2 dex may only be combined with another positive affect if the item is quest-only and is highly restricted in usage. In-game items using dexterity in combination with another positive affect should only load on very challenging mobs at low rates. This is particularly important for items usable by classes who directly depend upon dexterity: thieves, ninjas, and rangers.
Charisma - Acceptable in either slot with a maximum of +2. If combined with any other stat and obtainable in-game, the cha must be reduced to +1 and the secondary stat must be limited to +1; +2 cha may only be combined with another positive affect if the item is quest-only and is highly restricted in usage. In-game items using charisma in combination with another positive affect should only load on very challenging mobs at low rates, and again, carefully calibrated class and alignment restrictions should be applied, especially for items usable by bards, rangers, and mages.
Hp, Mana and Moves: Hard to load and acquire in-game equipment is limited to +5 of any of the above. Quest-only equipment is limited to +10. Hp, mana, and moves are not to be combined with positive regen except in the case of god+ level quest gear and holiday or in-game assembly quests, and any such items should utilize carefully calibrated class, level, and align restrictions.
Regeneration: In-game items - capped at +3 of any regen. Quest-only items - capped at +5 regen; cannot be combined with hp/mana/mvs Regeneration + positive stat affects: only available as extremely high-end quest eq. The caps of +5 regen and +10 hp, mana, or moves still apply, and any such items should utilize carefully calibrated class, level, and align restrictions.
Damage: Damage should be an exceedingly rare affect for both face and earwear. +1dam - Any such items should be very difficult to get and should utilize very carefully calibrated class, level, and align restrictions. +2dam - Artifacts only Negative modifiers are highly recommended and encouraged for any non-class specific equipment.
Alignment: A positive alignment affect makes alignment change more quickly; a negative alignment affect makes it change more slowly. For most classes, only negative alignment affects are likely to be considered desirable. Caps: maximum of -1 when combined with +1 stat or in any duplicate slots - ring, neck, and wrist. May only be combined with with damage or regen if the item is quest-only and is highly restricted in usage. -2 may be used *only* when it is the only useful modifier on the item. -3 with no other modifiers would render alignment nearly immovable and would be acceptable only for artifacts.
Experience: Experience is also a very powerful modifier and should be carefully controlled. Caps: +1% when combined with +1stat or in any duplicate slots - ring, neck and wrist. May only be combined with with damage or regen if the item is quest-only and is highly restricted in usage. +2% may be used *only* when it is the only positive modifier on the item. +3% with no other modifiers would be acceptable only for artifacts.
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