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    Target Reforge Rarity for REs

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    mystic enchants
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    • N
      Nubcrawler last edited by Nubcrawler

      The Problem
      So I think one of the biggest issues with the Mystic Altar RE Reforge system to me is that since we have SO many new REs it is becoming harder and harder to target a specific RE through reforge.

      Because of this if I need a specific enchant for my build, and my buld is not a mainstream one, then it's near impossible to get the RE without purchasing it from another player. But what if it's not on the AH? Then I have to slam hundreds. maybe thousands, of Mystic runes to get even an Uncommon RE which feels really bad.

      This League I have not been able to target an RE, and I've spent thousands of Mystic runes trying to do so. In this current League of Mal'ganis I am level 119 in enchanting and have only tried to get 3? specific enchants. One Of them I spent over 2k Mystic runes on without acquiring the enchant i wanted and it was not on the AH so I gave up.

      My Suggestion
      My suggestion is to add a drop down next to the reforge that allows you to select a rarity you wish to target. So Uncommon, Rare, Epic, and Legendary. Each one of these would have a seperate cost based on the rarity. So, if you select Rare Reforge you ONLY get Rare REs while reforging but for an increased cost.

      Some numbers for this I've been running in my head are as follows:
      Default Reforge: 1 Mystic Rune (For Farming Mystic Extracts)
      Uncommon Reforge: 2 Mystic Runes (Could just make this 1 and get rid of the basic Reforge)
      Rare Reforge: 5 Mystic Runes.
      Epic Reforge: 10 Mystic Runes
      Legendary Reforge: 15 Mystic Runes.

      Obviously you would change these as you see fit, but I think this would be an overall welcome change and would make it more fun to RE hunt.

      Concerns/Additional Input
      This would keep the 'Random Aspect' of reforging while being able to more Target Hunt specific REs more reliably.

      This would also technically reward players that play more, as they would be able to acquire more desirable REs with their piles of Mystic runes and sell them on the AH.

      One concern that players might have is running out of Mystic Runes, but I personally have over 5k runes right now without even trying to farm for them. The more you play the game, the more runes you get so this should not be a problem and the AH is still there if you need it.

      For some perspective on this.
      Currently if you want to target a Legendary RE, or an Uncommon RE you have a 1 in roughly 2655 or 0.037% chance to get the RE you want.

      With this change, the chance for you to get the Legendary RE you want is 1 in around 150 or a 0.6% chance which (If my math is correct) is 16 times more of a chance to get the legendary RE you want compared to the way things currently are.

      W 1 Reply Last reply Reply Quote 1
      • W
        WiliemDemon @Nubcrawler last edited by

        @Nubcrawler make cost x10 (150 Mystic Runes for Legendary) and can be good, becose right now it is too eazy

        N 1 Reply Last reply Reply Quote 0
        • N
          Nubcrawler @WiliemDemon last edited by Nubcrawler

          @WiliemDemon Yeah, the numbers would be up to the Devs, But I don't think 150 is too big of an ask tbh. In the future, values could be lowered/raised as more REs are added and potentially removed.

          Could honestly add a 0 to the end of each of the numbers I listed and I think that would also be fair.

          D W 2 Replies Last reply Reply Quote 1
          • D
            DoubleDiamond @Nubcrawler last edited by DoubleDiamond

            @Nubcrawler

            Your first numbers don't seem too far off.

            Consider that it costs 2,000 marks of ascension to get 1 random legendary enchantment from the legendary enchantment daily quest.

            Heroic dungeon quests that award marks of ascension award 750 marks of ascension and, what, 5 runes?

            That would imply each rune is worth 150 marks of ascension (750/5).

            The amount of marks earned from daily dungeon quests amounts to 88.89% of the marks earned from turning in 3 daily dungeon quests, since you earn 2,250 marks from the 3 quests and it costs 2,000 marks for the random legendary enchantment.

            Technically, it takes 2.67 daily dungeon quests to earn the marks needed for the daily legendary enchantment (2,000/750), so the rune cost should be around 15 per random enchantment (5*2.67=13.35).

            That's if my memory and math are correct, at least.

            The last thing to consider is that the daily quest is only available once per day, so that is a naturally limiting factor compared to being able to just throw runes at the altar hoping for the right legendary over and over. With that in mind, it should probably cost far more than 15 runes per enchantment, but I don't know that it needs to be 150. That'd be too high a price to pay, in my opinion.

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            • S
              Svennin last edited by

              Honestly, this is pretty well thought out.

              I'm not sure about the numbers, but the general idea makes sense for sure.

              ..could also just get rid of the bloat enchants, like all the dispel resist ones. Does anyone even use those?

              D 1 Reply Last reply Reply Quote 1
              • W
                WiliemDemon @Nubcrawler last edited by

                @Nubcrawler

                Default Reforge: 1 Mystic Rune ( 1x For Farming Mystic Extracts/lvl up)
                Uncommon Reforge: 4 Mystic Runes (3x For Farming Mystic Extracts/lvl up)
                Rare Reforge: 25 Mystic Runes (10x For Farming Mystic Extracts/lvl up)
                Epic Reforge: 50 Mystic Runes (25x For Farming Mystic Extracts/lvl up)
                Legendary Reforge: 100 (or 75) Mystic Runes. (75x (or 55x) For Farming Mystic Extracts/lvl up)

                i think can be good

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                • D
                  DoubleDiamond @Svennin last edited by

                  @Svennin said in Target Reforge Rarity for REs:

                  ..could also just get rid of the bloat enchants, like all the dispel resist ones. Does anyone even use those?

                  Seriously, I'm not sure how many of the uncommon enchants are even used very often. The "quick" ones are hot garbage (-1% cast time?!) and I've never seen any build that utilized a "hardy" (dispel resist) enchant.

                  The taunting ones seem like they could be useful if a tank build has heavy use of a traditionally non-tank ability in its rotation and I've used a few of the critical enchants for certain key abilities in rotation if I had some leftover slots. I've also used 3x Hasty Mana Shield on Area 52 to keep it activated on cooldown to solo tougher enemies, so those have their place.

                  However, I'm not really even sure about the effectiveness of other uncommon varieties. What offers better overall results for damage, the powerful (+2% damage), the focus (+3% scaling), the brutal (+2% critical damage) or the accrual (+2% damage over time) and -- let's be honest -- are any of those better than the simple benefits of the critical enchants (+2% critical strike chance)?

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