Techno-Smithy optimization
Posted: Sat Oct 01, 2016 2:37 pm
Dimension Book 6 page 84 is a pretty interesting OCC.
I have to question the purpose of the "Talisman creation" variant though. When I look at the stats the "Forge Weapons and Armor" variant just seems better in every way.
They have the same % gain to their respective skills per level, and the Talisman guys may initially seem better because they start off at 20 instead of 15 like the weapons/armor guys...
But that's before you consider the penalties.
The 15% for WA guys is endowing a spell which can be used 3 times a day. The 20% for Talisman guys is just the base ability to do 1 spell usable once.
Upgrading Talismans to to 'reusable after 24 hours' is -30% and changing from 1 time to 3 times is -20%, so the cumulative penalty is -50%
Or for comparison, when a Talisman guy is actually capable of doing a 3 times/day item, which barring high IQ for a bonus will happen at level 8 (52%-50% = 2% chance of success) the Weapons/Armor guy will have a 47% chance of making his 3times/day item.
To add insult on top of that, Talisman's OCC ability is limited to level 1-6 spells while the WA guy can do level 1-8 spells.
The only downside I can see is that a weapons guy destroys the weapon if he fails, while a talisman guy doesn't destroy whatever he's making into a talisman...
The problem here is you could just get a bunch of cheap small weapons and use them like Talismans. Sharpened throwing coins, for example, or darts.
Technically you have to Enchant Weapon: Minor beforehand, and it says if any rituals fail it's destroyed, so even if you put 1 spell in the weapon (you can do up to 3) that's 2 chances of failure... although I'm not entirely sure you do roll the % for the Enchant Weapon Minor spell, I think the percentages only apply to the OCC abilities which don't have a PPE cost.
I have to question the purpose of the "Talisman creation" variant though. When I look at the stats the "Forge Weapons and Armor" variant just seems better in every way.
They have the same % gain to their respective skills per level, and the Talisman guys may initially seem better because they start off at 20 instead of 15 like the weapons/armor guys...
But that's before you consider the penalties.
The 15% for WA guys is endowing a spell which can be used 3 times a day. The 20% for Talisman guys is just the base ability to do 1 spell usable once.
Upgrading Talismans to to 'reusable after 24 hours' is -30% and changing from 1 time to 3 times is -20%, so the cumulative penalty is -50%
Or for comparison, when a Talisman guy is actually capable of doing a 3 times/day item, which barring high IQ for a bonus will happen at level 8 (52%-50% = 2% chance of success) the Weapons/Armor guy will have a 47% chance of making his 3times/day item.
To add insult on top of that, Talisman's OCC ability is limited to level 1-6 spells while the WA guy can do level 1-8 spells.
The only downside I can see is that a weapons guy destroys the weapon if he fails, while a talisman guy doesn't destroy whatever he's making into a talisman...
The problem here is you could just get a bunch of cheap small weapons and use them like Talismans. Sharpened throwing coins, for example, or darts.
Technically you have to Enchant Weapon: Minor beforehand, and it says if any rituals fail it's destroyed, so even if you put 1 spell in the weapon (you can do up to 3) that's 2 chances of failure... although I'm not entirely sure you do roll the % for the Enchant Weapon Minor spell, I think the percentages only apply to the OCC abilities which don't have a PPE cost.