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Post by Arizhel on Jul 31, 2010 8:50:17 GMT -5
2) Can items be made for ears and face? I'll answer the question that's pertinent to this thread. Yes, they can. They have to follow the more stringent guidelines for items worn in those slots. I believe they are found elsewhere on this board, otherwise I can provide them.
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Rox
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Posts: 195
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Post by Rox on Jul 31, 2010 9:49:27 GMT -5
Please provide if you don't mind since these are relatively new slots....would be nice to know what can and cannot be added. Thanks
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Post by Arizhel on Jul 31, 2010 21:43:42 GMT -5
The guidelines for the new slots can be found here.
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Rox
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Posts: 195
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Post by Rox on Aug 1, 2010 8:01:46 GMT -5
Thanks Ari. Adding below restrictions for earring/mask in case anyone interested.
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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Post by Arizhel on Aug 6, 2010 19:45:28 GMT -5
Is anyone else thinking about responding to this, or can I close it out and implement?
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Rox
Full Member
Posts: 195
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Post by Rox on Aug 6, 2010 20:13:59 GMT -5
Go for it! Thanks Ari
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Post by Arizhel on Aug 9, 2010 7:21:32 GMT -5
Alrighty! These have been handed over for implementation. As such, I'll lock this thread. Thanks, all.
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