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#1 |
Apprentice
Join Date: Oct 2010
Posts: 59
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enchant weapon or armor capped at 9 or 10?
in 3.1.2, I have so far not been able to enchant weapons or armor past +9 (with one exception that goes to +10). Is this a hard limit, or has the probability gotten really low but still possible to go beyond this? I think I was able to enchant beyond this in 3.0.9.
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#2 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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The theoretical cap is and has always been (as far back as I can recall) +15. However, your odds of going from +9 to +10 are 1 in 100, and it only gets worse from there.
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#3 |
Adept
Join Date: Oct 2007
Posts: 129
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As a paladin with access to Enchant Weapon, I've enchanted Aglarang to +15,+15. It took <5 minutes with use of a macro. Perhaps a bit scummy, but I figure why not.
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#4 |
Knight
Join Date: Jan 2008
Posts: 526
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Imo if you have it in spell format and there's no downside to casting the spell repeatedly in town or whatever, it should always succeed.
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#5 |
Veteran
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,069
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I agree with this. If you're a class with the spell, there's no reason to force the player to scum the spell. The scrolls should still have the failure chance.
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A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe A/FA W H- D c-- !f PV+++ s? d P++ M+ C- S+ I- !So B ac++ GHB? SQ? !RQ V F: |
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#6 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
If you make a macro and use it, then fine, use it. For rest of us that don't care to enchant everything up to +15 current system is fine. On the other hand, I think enchanting ammo should be removed from the game. Completely. Spells (but not scrolls) for melee-weapons too. Game could have "restore enchantment" -spell to fix disenchanted artifacts. |
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#7 |
Veteran
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,069
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Enchant spells failing "every now and then" is far different than failing 99/100 times or worse at certain + levels. A lot of the Vanilla improvements have been to reduce needless tedium, and making a person cast, rest, cast, rest, cast, rest counts as tedium to me.
Removing the spells altogether works too. It would make the scrolls actually mean something, and then the low success rate would make complete sense.
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A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe A/FA W H- D c-- !f PV+++ s? d P++ M+ C- S+ I- !So B ac++ GHB? SQ? !RQ V F: |
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#8 |
Knight
Join Date: Sep 2013
Posts: 527
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The easy solution to the scumming problem is to change the mana value to 0. You're still hammering a key a bunch of times, but far less tedious than having to rest too.
That said, for gameplay purposes, failure rates balance out the gains with a negative. If you want +15, you have to earn it. |
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#9 |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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#10 |
Veteran
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,069
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Having spells available that have a low success rate, but would make a character permanently marginally better sort of invites people to scum with it. Otherwise the only point to having those spells in the spellbook is just to cast it once for the xp, which is a waste of a book slot.
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A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe A/FA W H- D c-- !f PV+++ s? d P++ M+ C- S+ I- !So B ac++ GHB? SQ? !RQ V F: |
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