Spell crafting error.

Discussion in 'Technical Support' started by Vhaldemar1, Dec 10, 2020.

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  1. Vhaldemar1

    Vhaldemar1 Forum Greenhorn

    Hi,

    I just transferred spells 2 times.

    1)
    I transferred a 100% damage spell from a ring to my staff:
    [​IMG]
    As you can see, the spell (blue%) is still 100% (it's ok), but the yellow value % and the green value are wrong.


    2)
    I transferred a 97% damage spell from another staff:
    [​IMG]
    As you can see, the spell (blue%) is still 97% (it's ok), but the green and yellow values are wrong.
    It is the same problem, after crafting, it does not recalculate the yellow and green values for the new object.


    Thanks and best regards,
    Vhaldemar.
     
    trakilaki likes this.
  2. EmilyRose

    EmilyRose Exceptional Talent

    I don't understand what you mean
    I see right calculations
    [​IMG]
     
    FAALHAAS likes this.
  3. trakilaki

    trakilaki Living Forum Legend

    You don't understand ... it is all wrong :p
    28,87 < 38,32
    yet again
    100% > 97%

    The problem is the enchantment was 100% on the old item (probably lower level) but it was neither scaled to the new item's level nor was adjusted to the new level after the transfer.
    remember the topic where I have explained the scaling of enchantments with item's level?
    These new enchantments are bugged because they represent the old value of the old item ... but they are already transferred onto new item.
    They should keep their value and get multiplied by the level factor, instead of keeping the old value while on new higher level item.
    At the end the percentage and the value should adjust to the new level.
    Imagine you have level 20 item with 20% damage on this item which is 100% value fro the level ... and then transfer the enchantment on level 100 item. The enchantment still keeping it 20% as 100% value from the possible range ... while that is not true because we already have new max range ... in example 50% damage on this item being 100% max on that level
    20% IDoTI < 50% IDoTI
    while in same time both are marked 100%

    OR in another case ... if the devs wanted them not to scale to the new level ... they should at least have new correct % range for the new level.

    I have noticed this bug immediately after I tried the new game. :)
    Also ... the old enchantments were incorrectly converted and adjusted to new values.
    On top of that we have regular items (not unique) that are marked they can't be crafted on the workbench.
     
  4. EmilyRose

    EmilyRose Exceptional Talent

    I smile.
    Really do you want the developers adapt their knowledge of math to complicated caculations to give you the exact value of the old enchantments on new item's level?
    it's important that the calculation of %enchatment isn't wrong, because we could say the rest is only a graphic bug ;)
     
  5. trakilaki

    trakilaki Living Forum Legend

    It is not a visual bug but rather essential bug.
     
  6. EmilyRose

    EmilyRose Exceptional Talent

    tell me why
    I see only a wrong information
    because if on an item lvl59, for the enchantament 28,87% the correct value is 100%
    for the enchantament 38,32% the correct value will be 132,73% and not 97%
    but that hasn't any influence on the calculations.
     
  7. trakilaki

    trakilaki Living Forum Legend

    I have already explained it and it has impact on values it is not just a visual bug.
    Imagine a crossroad and all traffic lights are green at same time.
    Try explaining it is only a "visual bug" on those involved in the car crash.
     
  8. FAALHAAS

    FAALHAAS Forum Connoisseur

    Thats quite the anology....
    Who says its not as intended to keep values as it is from lower level items? Hence why its so easy to obtain them.

    Even tho I think its a dumb system. Since cubes have zero value after you hit lvl100 other than sell the items or melt them. It does look like this is how the values are being transfered. (no math...no formula, just litterly copy/paste of the value)
     
  9. EmilyRose

    EmilyRose Exceptional Talent

    true !
    you don't understand what i'm saying, I show you a picture and I hope to be clear...
    [​IMG]
     
  10. menestrelul

    menestrelul Someday Author

    The information is correct and there is no bug. You transferred the spells from items with different levels.
    At level 59(an approximate example), 28.87% is equal to 100%.
    At level 100, 38.32% is equal to 97%.
    If they would have adjusted the values to the level of item 59, the value of 38.32% should show over 100%.
    After seeing this percentage difference between item levels, I sold all my low level items that contained platinum.
     
    Last edited: Dec 12, 2020
  11. trakilaki

    trakilaki Living Forum Legend

    I understand what you are saying ... it seems like you don't understand what I am saying.
    The information is INCORRECT!
    That is also INCORRECT!
    If you are not familiar how values are scaling please read the past posts where I have explained it. Value with 100% range would always have 100% range on item with different level (both lower and higher) ... only with different factual value. If you see values higher than 100% that means the formula and the code for the tooltip is not written properly --- that is in case of items from same system.
    Items can have such %range values only if they are from different systems. In example the pre-Qaizah items were having different enchantments and they are not part of a same system with Qaizah items. Their values were having such % because the tooltp has been written only to provide information on the current system. Other types of values are alien to the current system therefore calculating the ranges incorrect.
    These items we are talking right now are items from a same system -- a new one ... right now, today. They should always provide correct values in range from 0.xxx to 100%

    And yes it is a bug in both cases no matter if they scale or not when transferring enchantments from one item onto another one.
    In fact the whole scaling system is bugged.
    Not just enchantments, but base stats, item levels, selling values, melting values ... etc ... are all bugged and not working properly.
    When you lose value on something due to something not working in correct way ... that is a bug ... not a visual glitch.
    We have items having lower base stats than items with 45-50 lower level, we have items not scaling properly when dropping, we have items with incorrect values at different levels ... all that pointing out the items are bugged in multiple ways.
    I can provide tons of evidence with screenshots ... but I don't help the devs anymore and I won't .
    I will just post this as an example
    [​IMG]
    As it can be seen there is a clear bug.
    Because the item on the right is a drop from monster at much higher level than 100.
    Trained eye would know what it is looking at (hint: it is not just the same level 100 display of both items).
    And that is my final reply too all not understanding how much bugged all items and their values are ATM. If someone from the game team is reading please introduce yourself and we can talk ... other than that I am done here.
     
  12. EmilyRose

    EmilyRose Exceptional Talent

    no, it is an incorrect information.
    yes, i know
    but
    the different factual value hasn't any influence on the percentage calculation of enchantment ...
    you are right, but i'm not telling about that ;)
     
  13. trakilaki

    trakilaki Living Forum Legend

    OK this one is final I promise :D
    That is exactly one point of what i am talking about but it does have impact. That is what I am trying to point out all this time.
    Even if we just say there is no influence on anything else but putting on display wrong values ... which is not correct ... but even if that is the case ... we are talking about a Game Feature that its sole and only purpose is to display information and help players understand the values.
    So ... this Feature with only and only purpose to inform and display correct values ... is having a "visual bug".
    A feature with its only purpose - displaying information --- has a "visual bug". The only purpose of a feature is not working as it should.
    That is a bug not a "visual bug". :)
    If I bought a red car which is having a "visual bug" which makes me see the car yellow when driving it ... that is not of great importance because the car's purpose is to transport me from one place to another ... i could live with the yellow car (when driving) until it gets repainted. I would still get form place A to place B with it.
    That is not the case with the enchantments and the tooltip. In this case imagine players only looking at range percentages while crafting. They would craft 100% line without getting actual gain from that value.
     
    DBS-Flamelurker likes this.
  14. EmilyRose

    EmilyRose Exceptional Talent

    in the end we said different things because we were thinking about different aspects of the bug :)
    there is a red light that someone sees green, but it's always red with 100 shades and everyone sees their own ;)
     
  15. Vhaldemar1

    Vhaldemar1 Forum Greenhorn

    It is possible that the% value that item_1 now has, refers to the% of the old object (item_2). Ok, it may be a policy adopted in the transfer functionality. Ok .... but it is not the most correct.

    The spell has been transferred to item_1, and in item_1 it should NOT show information regarding item 2, it is too confusing for the user.
    It also shouldn't show that 100% has a value less than 98% for the same reason.

    The %value should be universal among the equipment: Easier for developers, clearer for the user.

    PD: Thank you very much for your responses
     

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