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Smithmagic Revamp: Round 2
Game Designer * Member Since 2012-05-03
posté November 21, 2013, 16:00:00 | #1
Smithmagic Revamp: Round 2


Today Grou tells you about the novelties coming with the new revamp of Smithmagic, which will be implemented on December 10th. Why another revamp? What are the new goals? How will it work? Read the answers to these questions now.
Hello, today I will introduce the new improvements that we will be making to Smithmagic and explain the choices made by the team.

First, an important thing to know: We announced our plans to establish a preliminary dialogue between the community and the team to "build" this revamp together but it was decided otherwise, and now we come back to you with a ready to be implemented revamp.

Why did we decide to not have an open discussion on the revamp first? Because the constraints linked to this feature are very heavy and limit us in the possible changes to be implemented.

Most of the discussions on this subject within the community (especially with the Heralds back then) very quickly drifted from simple proposals to major projects which became so big that they would require a major overhaul of the feature which would also have taken us a lot of time: This was just not possible. So when I started working on this revamp, rather than creating an open topic, I decided to gather as much feedback on this feature as possible (thanks to reading the forum and the discussions between players and CMs), including also the major issues and the solution that would be compatible with the current system and our technical capabilities.

The first revamp of Smithmagic was a failure in our eyes: You didn't like it and it wasn't matching the general objectives of that revamp. For these reasons, we announced that we were going to make changes to the existing feature.

The current version of Smithmagic is too unfair for players and generates too much frustration as it means sacrificing a hard earned bonus in hopes of getting a better one, at the risk of losing everything: Therefore randomization is at its peak!

One of the objectives of the Smithmagic revamp is to give you maximum control over improving your equipment items while keeping in mind the investment aspect of it.
 

Randomization Control

Rune Types

To remove this randomization aspect of Smithmagic, we will make the following changes:
  • Each equipment item will have rune type slots which will change according to their category.
  • There will be 3 possible types of slots: Offensive, Defensive and Support.
 
These rune slots will be found on different equipment items, as follows:
  • Offensive: Helmet, Ring, One-Handed Weapon, Two-Handed Weapon, Dagger
  • Defensive: Breastplate, Cloak, Epaulette, Amulet, Shield
  • Support: Boots, Belt

Each type of rune will have specific bonuses:
  • Offensive: Damage (all elements) + Heals. Can be changed to CMC Damage (more on that later).
  • Defensive: Resistance (all elements)
  • Support: HP or Initiative or Lock or Dodge or Wisdom + PP (randomly)

With this change, the equipment items with support runes will keep a random aspect, but this aspect will remain light.
 
Feature in development, not yet translated

Rune Bonuses

In the goal of ​​limiting the randomization effect as much as possible, we have also reviewed the quality of the received bonuses depending on the rune itself. Currently it is possible, with a legendary rune and "little chance" to only obtain a low bonus. To solve this problem, runes will now offer a fixed bonus, with a very small variation window.

Each rune rarity will offer more or less bonuses:
  • Common (Grey): +1 (example: +4 HP, +1 Damage, +2 Dodge...)
  • Normal (White): +1 or +2 (example: +4-8 HP, +1-2 Damage, +2-4 Dodge...)
  • Rare (Green): +2 (example: +8 HP, +2 Damage, +4 Dodge...)
  • Mythic (Orange): +2 or +3 (example: +8-12 HP, +2-3 Damage, +4-6 Dodge...)
  • Legendary (Yellow): +3 (example: +12 HP, +3 Damage, +6 Dodge...)

You will notice that the bonuses will increase a lot less than before, but this is because it will be possible to upgrade a rune (I'll come back on that part that later on).

It should also be noted that there will be no more constraints to change a rune on an equipment item that already has one. In fact, you will be able to add a rune on an equipment item that already has one.

Example: Boots with a grey rarity rune +4 HP. If you replace it with a legendary rarity rune, the boots will get the following bonuses: +12 HP or + 6 Dodge or +6 Lock or +6 Initiative or +3 Wisdom and PP.
 

Smithmagic Hammers

With this new system, the Smithmagic hammers will no longer have the same use. It will now be used to upgrade your embedded runes (I will return to that part in a few).

We will also implement a new type of hammer, the Smithhammer (temporary name) that will be used to change the Support and Damage bonus of a Rune. This hammer will be a Worlddrop (with a higher drop rate than the Smithmagic Hammer). Each one of them will have a type: HP, Dodge, Lock, Initiative or PP/Wisdom for Support runes, and Damage and CMC Damage for Offensive runes.

Example: If you use a Dodge hammer on boots with +40 HP, their bonus will then become +20 Dodge.
 

Improve an Embedded Rune

The runes will start by giving a basic bonus of "+3", but in return you will be able to increase this bonus to a maximum of "+10".

To reduce the cost of runes, the amount of powder received via the destruction of items will be doubled. Therefore it will be 2 times easier to get a desired rune. The way to obtain powders and make runes will not change.

The increase in the bonus of a rune will be available to see on the Shatterer's interface.

Upgrading a rune will not change its type of bonus but only its value.

The upgrading cost will be as follows:
  • A certain Kama cost based on the level of the item and the level of bonus that you would like.
  • A certain amount of runes: Their level will be based on the item's level, and their rarity will be based on the desired bonus level.
  • It will be possible to replace a rune by a Smithmagic Hammer, but only one hammer can be used per bonus level.

More specifically, here are the runes required to upgrade an embedded rune:
  • From +1 to +2: 1 (green) rare rune of the same level as the item or 1 Hammer
  • From +2 to +3: 1 (green) rare rune of the same level as the item or 1 Hammer
  • From +3 to +4: 2 (green) rare runes of the same level as the item or 1 Hammer +1 rare rune
  • From +4 to +5: 2 (green) rare runes of the same level as the item or 1 Hammer +1 rare rune
  • From +5 to +6: 2 (orange) mythic runes of the same level as the item or 1 Hammer +1 mythic rune
  • From +6 to +7:  2 (orange) mythic runes of the same level as the item or 1 Hammer +1 mythic rune
  • From +7 to +8: 2 (yellow) legendary runes of the same level as the item or 1 hammer + legendary rune
  • From +8 to +9: 2 (yellow) legendary runes of the same level as the item or 1 hammer +1 legendary rune
  • From +9 to +10: 2 (yellow) legendary runes of the same level as the item or 1 hammer +1 legendary rune

To calculate the additional Kama cost here is the formula:
Item level x Rune level x rarity coefficient x 30 kamas

The rarity coefficient equals:
  • Common item: 0.2
  • Normal item: 0.4
  • Rare item: 0.6
  • Mythical item: 0.8
  • Legendary item: 1

Example: A Legendary item level 100 which you would like to upgrade the rune to obtain a bonus of +8 will cost 2 legendary runes (yellow) and 24,000 Kamas (100 x 8 x 1 x 30). The same with a normal item will cost you 2 legendary runes and 4,800 Kamas (100 x 8 x 0.2 x 30).
 

What will happen to the already embedded items?

The equipments items that are already carrying runes will not be modified: they will become exotic objects.

In return it will not be possible to upgrade their runes (also considered as exotic).
 

Even if the functionality has already been decided upon and we are presenting this revamp to you "as is," we are still very much interested in your feedback: Please do not hesitate to share them with us while keeping in mind the very heavy limitations that are placed on the different changes of this Smithmagic revamp.http://www.wakfu.com/en/mmorpg/community/blog/posts/411641-smithmagic-revamp-round-2


Teethless Sharkie * Member Since 2011-02-18
posté November 21, 2013, 16:12:25 | #2
This is actually quite beautiful. Thanks, Grou. I'm still trying to wrap my head around improving runes with runes(?) and hammers, but overall this looks like a great improvement. Just making damage runes all-damage is a step on the right foot.


Overweighted Chafer * Member Since 2011-06-10
posté November 21, 2013, 16:17:15 | #3
This is awesome.


Eccentric Moogrr * Member Since 2012-01-06
posté November 21, 2013, 16:23:21 | #4
Will we be able to box sets now that contain runes in their pieces?


Bellaphone Lover * Member Since 2011-08-23
posté November 21, 2013, 16:35:27 | #5
This looks like a huge improvement, I hope the damage runes also improve heals though, or some classes will have no need for a third of their slots.


This post has been edited by exponentialrage - November 21, 2013, 16:36:35.
Scary Polter * Member Since 2012-04-08
posté November 21, 2013, 16:41:51 | #6

Quote (MakoSeraph @ 21 November 2013 16:12) *
Just making damage runes all-damage is a step on the right foot.
Unless you are a healer ... then its the worst change they could make.

It will cost kamas now? no thanks, I think this system is another failure... you can only have 3-4 items equiped that boosts damage and 2 that boosts "support"? EEEEW why have 5 that boosts general defense when you nerfed how defense works grou?, you should make the amulet give randomly effect, damage or defense, that way it kinda evens the gain of damage and defense (if you use a 1 handed weapon and a dagger....)

And whats with the effects? why you keep giving us less options to have different gears? like with the gear revamp, yah sure, a revamp to give us more options... then why the f**k did you release apprentice, ini and sage sets? yah, now we are forced to mix because you nerfed all the gear but in the end everyone will be wearing sage set mixed with initiate (ring) and a relic gg there too...

grou , dont you have other games to ruin?


Lord Madgobb * Member Since 2006-10-23
posté November 21, 2013, 16:45:19 | #7
This is a lot better than the last rune system when I didn't want to rune anything. Are we getting control or CMC damage for support runes too?


Scary Polter * Member Since 2012-04-08
posté November 21, 2013, 16:49:18 | #8

Quote (Asthis @ 21 November 2013 16:45) *
This is a lot better than the last rune system when I didn't want to rune anything. Are we getting control or CMC damage for support runes too?
Support: HP or Initiative or Lock or Dodge or Wisdom + PP (randomly)
aka even less options than before ... not even crit damage... whats going to happen when we get the next smithmagic revamp(this one is going to FAIL too)? we will be able to get +1% general damage or +1% general defense or 1 hp per rune using 1 million kamas to add it?


This post has been edited by saphiLC - November 21, 2013, 16:50:19.
Narcissistic Larva * Member Since 2012-12-14
posté November 21, 2013, 16:57:26 | #9

Quote (saphiLC @ 21 November 2013 16:49) *

Quote (Asthis @ 21 November 2013 16:45) *
This is a lot better than the last rune system when I didn't want to rune anything. Are we getting control or CMC damage for support runes too?
Support: HP or Initiative or Lock or Dodge or Wisdom + PP (randomly)
aka even less options than before ... not even crit damage... whats going to happen when we get the next smithmagic revamp(this one is going to FAIL too)? we will be able to get +1% general damage or +1% general defense or 1 hp per rune using 1 million kamas to add it?
Did you even properly read the revamp notes before posting?

The legendary runes will start off with giving 3% general damage at level 0 with the potential to level it up to +10, that seems a pretty large amount of damage increase per rune?

Also to level up the rune, it will by far not cost anything close to 1 million kamas for 1% general damage / resist / hp. The formula as followed - (Item level) x (Rune Level Desired) x (30) which will only go up to 45,000 at most even for a level 150 equipment from 9-10. Doesn't seem much for how much stats we'll be getting.

This revamp is by far, superior by a mile compared to what we have now and I welcome it.  


This post has been edited by Melonmochi - November 21, 2013, 16:58:19.
Short Strich * Member Since 2011-01-27
posté November 21, 2013, 17:05:09 | #10
This looks amazingly good. Can't wait for it to be implemented. Good job Ankama.


Lord Madgobb * Member Since 2006-10-23
posté November 21, 2013, 17:15:08 | #11

Quote (saphiLC @ 21 November 2013 16:49) *

Quote (Asthis @ 21 November 2013 16:45) *
This is a lot better than the last rune system when I didn't want to rune anything. Are we getting control or CMC damage for support runes too?
Support: HP or Initiative or Lock or Dodge or Wisdom + PP (randomly)
aka even less options than before ... not even crit damage... whats going to happen when we get the next smithmagic revamp(this one is going to FAIL too)? we will be able to get +1% general damage or +1% general defense or 1 hp per rune using 1 million kamas to add it?
Why don't you give some suggestions instead?

I know Control isn't added but it's not too late to suggest adding it.


This post has been edited by [MOD]Meka - November 21, 2013, 23:38:30.
Reason for edit : Cutting the flame war.
Narcissistic Larva * Member Since 2012-12-14
posté November 21, 2013, 17:19:39 | #12
The kama sink is going to be nice.


Scary Polter * Member Since 2012-04-08
posté November 21, 2013, 17:28:05 | #13

Quote (Melonmochi @ 21 November 2013 16:57) *

Quote (saphiLC @ 21 November 2013 16:49) *

Quote (Asthis @ 21 November 2013 16:45) *
This is a lot better than the last rune system when I didn't want to rune anything. Are we getting control or CMC damage for support runes too?
Support: HP or Initiative or Lock or Dodge or Wisdom + PP (randomly)
aka even less options than before ... not even crit damage... whats going to happen when we get the next smithmagic revamp(this one is going to FAIL too)? we will be able to get +1% general damage or +1% general defense or 1 hp per rune using 1 million kamas to add it?
Did you even properly read the revamp notes before posting?

The legendary runes will start off with giving 3% general damage at level 0 with the potential to level it up to +10, that seems a pretty large amount of damage increase per rune?

Also to level up the rune, it will by far not cost anything close to 1 million kamas for 1% general damage / resist / hp. The formula as followed - (Item level) x (Rune Level Desired) x (30) which will only go up to 45,000 at most even for a level 150 equipment from 9-10. Doesn't seem much for how much stats we'll be getting.

This revamp is by far, superior by a mile compared to what we have now and I welcome it.
did you even properly read my post?


Bellaphone Lover * Member Since 2011-08-23
posté November 21, 2013, 17:29:21 | #14

Quote (saphiLC @ 21 November 2013 16:49) *

Quote (Asthis @ 21 November 2013 16:45) *
This is a lot better than the last rune system when I didn't want to rune anything. Are we getting control or CMC damage for support runes too?
Support: HP or Initiative or Lock or Dodge or Wisdom + PP (randomly)
aka even less options than before ... not even crit damage... whats going to happen when we get the next smithmagic revamp(this one is going to FAIL too)? we will be able to get +1% general damage or +1% general defense or 1 hp per rune using 1 million kamas to add it?
1 million is a bit of an exaggeration, on a lvl 100 item it will cost 156000 kamas to upgrade from +2 to +10, the rune requirement will be harder than that. Knowing what your getting is far far better than spraying runes at an item just to keep getting the wrong bonus. I agree though that more options would be nice now we can use low cost runes and upgrade when we get what we want.


Scary Polter * Member Since 2012-04-08
posté November 21, 2013, 17:29:42 | #15

Quote (Asthis @ 21 November 2013 17:15) *

Quote (saphiLC @ 21 November 2013 16:49) *

Quote (Asthis @ 21 November 2013 16:45) *
This is a lot better than the last rune system when I didn't want to rune anything. Are we getting control or CMC damage for support runes too?
Support: HP or Initiative or Lock or Dodge or Wisdom + PP (randomly)
aka even less options than before ... not even crit damage... whats going to happen when we get the next smithmagic revamp(this one is going to FAIL too)? we will be able to get +1% general damage or +1% general defense or 1 hp per rune using 1 million kamas to add it?
Why don't you give some suggestions instead?

I know Control isn't added but it's not too late to suggest adding it.
why dont you read the full thread, i did give some suggestions, read my first post in this thread... sigh


This post has been edited by [MOD]Meka - November 21, 2013, 23:32:21.
Reason for edit : Cutting the war.
Eccentric Moogrr * Member Since 2006-03-30
posté November 21, 2013, 17:30:14 | #16
This is a really, really horrible change. I pointed out the flaws with the first revamp and ankama didn't take any notice and I'll point out the flaws with this and I doubt they'll take notice...
1. General dmg is bad. It means that enis won't be able to get a heal bonus and single element uses will get the same dmg bonus as duel or tri element chars (which shouldn't be the case according to ankama's recent equip revamp)
2. No diversity whatsoever. You won't be able to mage high res sets or high dmg sets. Everyone will be in the boring same gear with the same mages. The removed set bonuses and made equip stats based on lvl so there are no more interesting combinations and now they're changing maging to the same
3. Not enough random aspect. The last revamp made maging way too random and frustrating. This makes it way too simple. Most ppl will just mage up dmg high, maybe a bit of res and prob won't even bother with support
4. The biggest problem is current maged gear staying the same... Items maged before update to a better standard than is possible after will be OP and items that can be easily maged after the update but have already been maged will be worthless. If ankama really want to do this change, they NEED to remove all current runes (idk how tho cos it's even harder to differentiate "good" runes from "bad" than the last revamp)

It really annoys me that their stance is "ok we admit we screwed up last time cos we didn't listen to what people said before the revamp so this time we're just gonna try and make the best out of a bad situation cos it's too much effort to fix the mess we made last time... oh and we're not gonna bother asking people beforehand cos it worked so well last time " -.-


Scary Polter * Member Since 2012-04-08
posté November 21, 2013, 17:31:20 | #17

Quote (exponentialrage @ 21 November 2013 17:29) *

Quote (saphiLC @ 21 November 2013 16:49) *

Quote (Asthis @ 21 November 2013 16:45) *
This is a lot better than the last rune system when I didn't want to rune anything. Are we getting control or CMC damage for support runes too?
Support: HP or Initiative or Lock or Dodge or Wisdom + PP (randomly)
aka even less options than before ... not even crit damage... whats going to happen when we get the next smithmagic revamp(this one is going to FAIL too)? we will be able to get +1% general damage or +1% general defense or 1 hp per rune using 1 million kamas to add it?
1 million is a bit of an exaggeration, on a lvl 100 item it will cost 156000 kamas to upgrade from +2 to +10, the rune requirement will be harder than that. Knowing what your getting is far far better than spraying runes at an item just to keep getting the wrong bonus. I agree though that more options would be nice now we can use low cost runes and upgrade when we get what we want.
.... is ppl in this forum unable to get sarcasms?


Wilder than Wild Dragoturkey * Member Since 2011-11-11
posté November 21, 2013, 17:35:00 | #18
This is moving toward the right direction, now I have the desire to actually want to rune my equipment.

Aside from dmg, will healers be getting +heals bonuses, and what happened to crit runes?


Scary Polter * Member Since 2012-04-08
posté November 21, 2013, 17:45:34 | #19

Quote (Fadedscourge @ 21 November 2013 17:35) *
This is moving toward the right direction, now I have the desire to actually want to rune my equipment.

Aside from dmg, will healers be getting +heals bonuses, and what happened to crit runes?
Each type of rune will have specific bonuses:
Offensive: Damage (all elements)
Defensive: Resistance (all elements)
Support: HP or Initiative or Lock or Dodge or Wisdom + PP (randomly)


This post has been edited by saphiLC - November 21, 2013, 17:45:51.
Scary Polter * Member Since 2007-11-27
posté November 21, 2013, 17:49:05 | #20
I hope that this will be fine in game. (it is fine on paper though)