Quote (Jasonn @ May 15 2018 04:11pm)
Seems like you covered pretty much everything item related.
Only question I have is about "staff mods". You're saying for every class he should add a rune, jewel, or cube formula to add a certain stat or skill to an item?
Yeah, every class specific skill would have a rune associated with it... for example:
el = fireblast
eld = shockweb
.
.
.
until all runes have something. These lists would obv be stored on the site somewhere, or ideally even in game if possible.
Yeah, so like given a assassin claw:
Say you want to make a trapper claw w/ specific skills, (for example my ideal trapper claw is +3 ls / +3 mb / +3 fb)
So you buy the rare gt trapper claw, reroll it to the specific stats you want (getting rid of ias / gt base on the offhand so you can actually auto wsm bug it / 100% potential outta all the mods)
Then you would cube the claw with the runes that match the 3 skills you want, like (making up rand runes): claw + el (fblast) + mal (ls) + mb (hel) => claw w/ 3 fb + 3 ls + 3 mb
Or, for the lazy / uncreative folks, you could cube the claw with the generic trapper skills gem which automatically grants +3 ls +3 mb + 3 wb
/e:
a gem that clearly states which skill could also be used, but iirc item space is a limited resource so we'de go back to something similar to how all the TFW patches were coded. (using preexisting items)
This post was edited by legen on May 15 2018 03:41pm