After spending quite some time on my own scrounging for materials and desperately avoiding the ridiculous inflation of low-mid tier components on the Trading Post, I’ve found myself wondering if there could be an alternative to the Do It Yourself approach.
This isn’t to say that we would side-step or otherwise replace the crafting mechanic, but offer a means by which to empower a player without relying entirely on producing your own equipment, purchasing it or finding drops, or using upgrade components.
(Admittedly, I really like the crafting system — even if the farming can be such a pain!)
What is Tempering?
Tempering is an alternative to the need to replace equipment every few levels to maintain combat superiority, and allows players to improve upon their equipment beyond the use of upgrade components and sigils. It is intended to extend the “life” of an item by allowing a player to use it longer without a decrease in performance — assuming they’re willing to spend the coin to do so!
What Will Tempering Do?
Players would be able to use their crafting materials and other resources to strengthen items, improving their properties and value. Similarly to how crafting works, materials will be consumed during the tempering process. The result is an item to which bonuses to its attributes have been applied. These bonuses would only affect the base attributes of the item — applied upgrades such as sigils and upgrade components would not be changed.
How Will Tempering Work?
As this concept is quite theoretical at this time, this model is designed to closely match a sample.
Let’s begin with two weapons:
Berserker’s Darksteel Sword
- Damage: 483 – 533
- Power: +41
- Precision: +31
- Critical Damage: +2%
- Required Level: 60
Berserker’s Darksteel Sword
- Damage: 571 – 631
- Power: +53
- Precision: +38
- Critical Damage: +3%
- Required Level: 65
Ideally, we would want to, over time, be able to ensure that the first weapon could come to match the second. The match comes out to be a difference of approximately 20%, or ~4% per level, using damage as a guideline. If the item can be tempered, we should expect approximately that 4% increase to each of its base statistics.
Using this, we can extrapolate a simple model which claims:
- Any item can be tempered up to 5 times.
- Each time an item is tempered, it should get +4% additive bonus to its stats.
- This number should be represented to indicate an item has been tempered, as well as the use of text within the item description.
After some tempering and a good pile of materials, we have our result:
+5 Berserker’s Darksteel Sword
- Damage: 579 – 639
- Power: +49
- Precision: +37
- Critical Damage: +2%
- Required Level: 60
- Tempered
- Soulbound
The tempered item is close to being on par with its Lv65 equivalent, albeit with lower attribute bonuses. Additionally, like Masterwork and better items, the weapon is now soulbound.
PART 2 FORTHCOMING …