Mbaums
04-01-2020, 08:15 AM
I’m a little concerned with how fairy magic rerolls on gear. It might be a me problem, complaining about something that is intended to be a rare outcome. I tried explaining it to friends to help hammer out my thoughts. I did suggestion-report this in a less thought out manner (but equally polite mind you!!!) and fairy magic being the first test of a sub-skill, I thought I’d share my ramblings.
The fairy magic topaz only lets you have a chance for FM mods crafted, and how FM gear drops, I’ll argue it’s unreasonable to ever get gear with the right mods for a FM build that uses 3 FM-skills. I HIGHLY recommend a way to transmute mentalism mod-slots into FM mod-slots. Going forward, I’m going to pretend I just care about the helm slot. If you want to know, the build “goal” is to go ham on astral strike, pixie flare, and fairy fire. I’m pairing FM with ice magic. And overall I am going to toss in all of the distanced AoE attacks and take advantage of some the unique FM skills I mentioned above. I’m really only pointing this in case the community response is, “just use one FM ability”.
What I can deduce:
At first, when I crafted stuff with inscribed topaz I thought the odds on each slot being made was like… “have FM or have Ment”. That’s probably not really the case. Crafting a helm with FM topaz on top, I now believe it’s “select mod from a list of 15 mods ( 5 FM, 10 ment). I’m assuming there was one purple/yellow only mod in there, so we’re looking at a 50% chance to get a FM mod on a green/blue helm. For red gear, assuming you want 2 FM mods, (4 FM left, 10 ment) we’re at 20% for two FM mods ([5/10] *[4/10]). For a red piece of gear for the FM heavy build you’ll need 5 times the drops to get the skill you want because you can’t roll mentalism mods into FM mods. I personally like to have a goal of yellow gear but some of the gear I want has 3-FM mods and I can tell a mile away, it’s just not happening.
I hope this doesn’t come off as harsh. I’m not someone who was preemptively excited for fairies, but somewhere along the lines of getting hopped up on fairy dust and zooming around with a group of fairies doing the hive-quests made me appreciate them. When I decided to make a FM set and realized it would take 5x the effort, I had to type this out. I feel that if this was not brought up, this could sink player adoption of all of the advanced-sub-skills to come (not sure what we’re calling spear/axe/fairy magic anymore) and I know a lot of effort goes into each skill.
Solution: I really doubt there is code in the gear to say if the item was almost made with fairy magic, but came out as mentalism. However it should be possible to code something so that if the item has a fairy magic mod, it’s possible to re-roll mentalism mods into FM. If a yellow drops and has the wrong ratio of FM mods, it’s much more enjoyable to know it might be perfect after weeks of rolling vs never. I can’t say if the cost to do this should be in phlog/transmutation or prisms/augmentation, but obviously either of those would be the right choice.
The fairy magic topaz only lets you have a chance for FM mods crafted, and how FM gear drops, I’ll argue it’s unreasonable to ever get gear with the right mods for a FM build that uses 3 FM-skills. I HIGHLY recommend a way to transmute mentalism mod-slots into FM mod-slots. Going forward, I’m going to pretend I just care about the helm slot. If you want to know, the build “goal” is to go ham on astral strike, pixie flare, and fairy fire. I’m pairing FM with ice magic. And overall I am going to toss in all of the distanced AoE attacks and take advantage of some the unique FM skills I mentioned above. I’m really only pointing this in case the community response is, “just use one FM ability”.
What I can deduce:
At first, when I crafted stuff with inscribed topaz I thought the odds on each slot being made was like… “have FM or have Ment”. That’s probably not really the case. Crafting a helm with FM topaz on top, I now believe it’s “select mod from a list of 15 mods ( 5 FM, 10 ment). I’m assuming there was one purple/yellow only mod in there, so we’re looking at a 50% chance to get a FM mod on a green/blue helm. For red gear, assuming you want 2 FM mods, (4 FM left, 10 ment) we’re at 20% for two FM mods ([5/10] *[4/10]). For a red piece of gear for the FM heavy build you’ll need 5 times the drops to get the skill you want because you can’t roll mentalism mods into FM mods. I personally like to have a goal of yellow gear but some of the gear I want has 3-FM mods and I can tell a mile away, it’s just not happening.
I hope this doesn’t come off as harsh. I’m not someone who was preemptively excited for fairies, but somewhere along the lines of getting hopped up on fairy dust and zooming around with a group of fairies doing the hive-quests made me appreciate them. When I decided to make a FM set and realized it would take 5x the effort, I had to type this out. I feel that if this was not brought up, this could sink player adoption of all of the advanced-sub-skills to come (not sure what we’re calling spear/axe/fairy magic anymore) and I know a lot of effort goes into each skill.
Solution: I really doubt there is code in the gear to say if the item was almost made with fairy magic, but came out as mentalism. However it should be possible to code something so that if the item has a fairy magic mod, it’s possible to re-roll mentalism mods into FM. If a yellow drops and has the wrong ratio of FM mods, it’s much more enjoyable to know it might be perfect after weeks of rolling vs never. I can’t say if the cost to do this should be in phlog/transmutation or prisms/augmentation, but obviously either of those would be the right choice.