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Enchanting

PostPosted: Mon Apr 14, 2014 11:06 pm
by Turtleman
I'm working on notes in order to create the most efficiently enchanted suit I can. Here are the notes I've made so far. What are your thoughts?

Amulet -
Helmet -
Gloves -
Armor -
Belt -
Cape -
Left hand shield -
Left hand weapon -
Right hand weapon -
Ring -
Ring -
Pants -
Boots -

Strength
Dexterity
Endurance
Intelligence
Personality
HP
SP
AC
Lockpick
Disarm
Stealth
Alchemy
Environment magic
Mercantile
Persuade

Resistances
Magic Poison Paralysis Disease

Questing suit - as follows
enchant each item as high as it
will go
if a new item is found with higher
capacity, enchant it and sell old
one

Amulet - personality
Helmet - sp
Gloves - dexterity
Armor - hp
Belt - strength
Cape - persuade
Lt hnd shield - ac
Lt hnd weapon - dual wield, plus
same as rt hand
weapon
Rt hnd - drain hp & sp, curse
poison paralyze etc,
Bow, crossbow - drain hp & sp,
curse poison paralyze
etc,
Rt hnd - throwing knives
As many things as
possible
Candy cane staff - personality,
Persuade, mercantile
Ring - lockpick
Ring - disarm
Ring - mercantile
Ring - persuade, personality
Ring - Magic resistance,
Poison resistance
Ring - Paralysis resistance,
Disease resistance
Pants - endurance
Boots - stealth

Enchanting suit - all enchanting

Intelligence suit - all intelligence

Alchemy suit - all alchemy

Re: Enchanting

PostPosted: Thu Jul 03, 2014 4:47 pm
by wolf3167
Have you worked on this anymore? I would like to see it if you finish it. If not, I might start exploring the mathematics of enchanting.

Re: Enchanting

PostPosted: Thu Jul 03, 2014 9:11 pm
by Turtleman
I've basically been trying to build up as much enchanting level as I can to start this. I'm a ways from tackling this.

Re: Enchanting

PostPosted: Thu Jul 03, 2014 11:52 pm
by wolf3167
I'm thinking of looking into some of the more mathematical aspects of stat calculation, so our work could complement each other's a lot. Just a thought.

Re: Enchanting

PostPosted: Sat Jul 05, 2014 1:45 am
by Turtleman
That does sound interesting. It sounds like you could actually define the optimum enchanting. I'll keep checking in.

Re: Enchanting

PostPosted: Sat Jul 05, 2014 3:21 am
by wolf3167
Yeah, I mean it's pretty straightforward to create a good alchemy/persuasion suit, but once I figure out the combat formulas , I can get to work.

Re: Enchanting

PostPosted: Mon Jul 07, 2014 8:22 pm
by FR0D0 TBAGGiNS
Anything I can do to help?

Re: Enchanting

PostPosted: Mon Jul 07, 2014 11:57 pm
by wolf3167
Not really, thanks for the offer though. Turtle man might use some help but I am mainly going to focus on the math of it. That being said, if you have some experiments of your own, post them!

Re: Enchanting

PostPosted: Tue Jul 08, 2014 3:01 pm
by Turtleman
Experimenting was my only option. Right now I'm trying to build up my character for high enchanting before I start experimenting with a questing suit.

I figured out early on that if you have high intelligence you can mark a lot more places, but you don't lose them if your intelligence goes down . So I keep enchanting for higher and higher intelligence and marking the spot in front of my storage. Then I put my current questing suit back on.

In the past I've had really high enchanting, but restarted my character because I made a mistake and couldn't complete a quest in an expansion. I couldn't go back to an earlier save because they all had it.