Ace Server: Added Items

Hyd

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Sep 25, 2013
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Just wondering what the 'rules' were when it came to added stats due to drop, gem and refine.

I was told/heard that +7 of a single stat was the maximum on an item/wep prior to slotting.

If I refine a weapon to +4 am I then able to gem this up to +7?

Could someone with the knowledge of this on the previous server please explain the constraints of it all? I'm not familiar with the whole Gem/Slot process as it was after my time on Mir2.
 

d1craig

Golden Oldie
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Aug 12, 2010
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It was +7 total stat and +3 of any single stat. So you could have mc+3 ac+3 and +1 of another stat.

Refining. Now that I am not 100% on but I think it was refine doesn't count towards the plus7.
 
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Hyd

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I was told exactly that, but when it came around to using an Orb on my MC+7 Refined WMS (Refined only) the Orb failed to use, I had to relog to reclaim it from my bag after it blocked the use of it.

Thanks for the information so far, just need some information how refining affects the whole +7 thing.
 

Jicaa

Pooslice
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Jul 9, 2003
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As others have said, you could gem to +3 (mc, sc or dc) on your weapon then refine as much as you want. But you couldn't refine then add the +3 from gems and orbs after it was past +3.

Best option was to gem the first 3 then refine as much as you wanted after.
 

Skyline

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Refining cap may just be as normal, +20 is it?

But, the gemming stat meant you could never gem a stat over +3, even if it dropped MC+3 you could not MC gem it again. It was coded so it basically looks at the stat you're trying to add, and if it was already +3 you'd get a message saying max already reached.

You could Gem a weapon +3 and then continue refining.
 

jez

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the trouble with caps means your all ultimately running around in he same + gear.
better with no cap, just increase the likelyhood of a fail/break each time, so those with balls have a chance of unique uber items.
similar to gaining luck 7 should be, not easy, very very difficult but not an impossibility.i also prefered it when items/kit broke when hitting 0 for repair, kept you on ya toes!


fk off fonts!!
:@@
 

Skyline

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But before they introduced a cap, people had items with +12 stats, ridiculously OP gear.

Fresh start though, sort the gemming problem out so getting +3 is hard enough anyway, then you could remove the cap.
 

Slipmatt

Frunk Duck
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May 10, 2009
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People forget you can also get the extra three slots too which in total depending which way you go can also add an extra 3 top end.
 

jez

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But before they introduced a cap, people had items with +12 stats, ridiculously OP gear.

Fresh start though, sort the gemming problem out so getting +3 is hard enough anyway, then you could remove the cap.

yes i know, it was too easy.
you could counter balance it with more "wear n tear" tho.

so a + 4 stat wears down for repair faster than a +3 and so on. so ultimately there out the game faster.
 

Insinia123

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yes i know, it was too easy.
you could counter balance it with more "wear n tear" tho.

so a + 4 stat wears down for repair faster than a +3 and so on. so ultimately there out the game faster.

This wouldn't work it's the same as them getting rid of dura orbs/gems ruins that game for warrs and sins maybe as there kit drops dura a lot quicker than every other class.
 

d1craig

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Aug 12, 2010
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In all honesty I have never played a Mir server that had a cap of less than +9 and there where no problems on them servers. It's just On This server gemming/Orbing doesn't work properly. If it worked properly and each success reduced the rate of success for next use and increase the chance of breaking for next use it would be fine with unlimited stats.

I did assume that would be a fix we would get with the new server. It is broken after all.
 

jez

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This wouldn't work it's the same as them getting rid of dura orbs/gems ruins that game for warrs and sins maybe as there kit drops dura a lot quicker than every other class.

how does it ruin it for em? it would change for every class. The fact that war/sin kit wears faster than others doesnt change.
Thats one of the things you would need to consider before making your item a +5, do i want the trade off of faster wear V the extra stat i fancy.
 

Swifty

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Apr 22, 2003
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Mmm. In Ace Mir getting +3 was pretty much a done deal. I agree that the chances of failure and breaking should increase quite a fair bit with each success.

I've also mentioned a while back when Ace first shut down that with the Runes/Slots we should only be able to apply one of each rune to an individual item. Furthermore, runes should drop alot less often, so that not everyone has a storage character full of em!
 

Koriban

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But before they introduced a cap, people had items with +12 stats, ridiculously OP gear.

Fresh start though, sort the gemming problem out so getting +3 is hard enough anyway, then you could remove the cap.

I heard this was due to orbs being too easy to get?

Frankly the gemming system has always been fine providing once an item got beyond +2, the gem had increased chances to fail/snap the item. Kept the game quite balanced imo.

Orbs ruin this of course, and I hear you're not going to be adding orbs at all, so, problem solved.

how does it ruin it for em? it would change for every class. The fact that war/sin kit wears faster than others doesnt change.
Thats one of the things you would need to consider before making your item a +5, do i want the trade off of faster wear V the extra stat i fancy.

This is counterproductive and pointless. With no special repair, people wouldn't bother gemming kit.
 

jez

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This is counterproductive and pointless. With no special repair, people wouldn't bother gemming kit.

rubbish, its about balance, if it was to wear to 0 in a few hours then maybe.

But this is all about having a choice instead of a cap. The choice would be yours to gem to the point it wears down fast or not.

All irrelevant anyway, coz im sure its all done and dusted, with a cap in place.
 

d1craig

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Aug 12, 2010
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I heard this was due to orbs being too easy to get?

Frankly the gemming system has always been fine providing once an item got beyond +2, the gem had increased chances to fail/snap the item. Kept the game quite balanced imo.

nah this was due to the fact that the chance for items to get broken by gems did not change. you could gem to plus 2 and have the same chance as gemming to plus 5. needs atleast a 20% increase in breaking the item chance each success and a 30% decrease in stats being added chance.
 

Jacko

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nah this was due to the fact that the chance for items to get broken by gems did not change. you could gem to plus 2 and have the same chance as gemming to plus 5. needs atleast a 20% increase in breaking the item chance each success and a 30% decrease in stats being added chance.

How gems should be java style

New Int itemupgradecount[];

get.randomnumber[100];
If(randomnumber<=100/2^itemupgradecount)
Succes();
Itemupgradecount[] ++;
break;
}

Else {
get.randomnumber[2]
If (randomnumber ==1){
Breakitem();
Breakgem();
break;
}
Else {
Nothinghappened();
Breakgem();
Break;
}
}


Wrst coder ever :)
 
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