Eternium
Eternium

Announcement

Collapse
No announcement yet.

Better use of Water Essences

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Better use of Water Essences

    Pretty sure everyone who crafted a lot of items noticed that Water Essences are by far the least used ones.

    I'd suggest to either reduce costs for transmute, or (even better) change experience crafts to use Water Essence and life on hit crafts to use Fire Essence. Would also make crafting during anb a lot cheaper, as crafting experience + crit damage on each item is consuming a lot of fire essences right now!

    #2
    Great idea!

    Comment


      #3
      Imagine that transmuting an essence to another is more expensive than the item being crafted, more expensive than weapons and off-hand gears, and the essences needed to be transmuted is twice the amount... Wew

      Comment


        #4
        Or deflect rating using fire. Occurs a lot, so a lot less water and more fire. And/or reduce the abundance of the crap stats deflect and regeneration.
        Totally agree to reducing transmute costs, especially considering how comparably easy it is to "reroll essences".
        Last edited by Argon; 12-03-2019, 08:47 AM.

        Comment


          #5
          Originally posted by Tempest1503 View Post
          Pretty sure everyone who crafted a lot of items noticed that Water Essences are by far the least used ones.

          I'd suggest to either reduce costs for transmute, or (even better) change experience crafts to use Water Essence and life on hit crafts to use Fire Essence. Would also make crafting during anb a lot cheaper, as crafting experience + crit damage on each item is consuming a lot of fire essences right now!
          Here's what Tempest is talking about. This is from crafting a cape - Water does get some pretty worthless attributes. Shadow is not well represented either and I'm always short of Air, so I'd agree if balance and fairness were a goal.
          Click image for larger version

Name:	crafting attributes.png
Views:	100
Size:	125.3 KB
ID:	156451​​​​​​​
          FEYI FAJU BESE 4881

          Enthusiastic but inept player. Computer programmer and world traveler.

          Comment


            #6
            Originally posted by Tempest1503 View Post
            Would also make crafting during anb a lot cheaper, as crafting experience + crit damage on each item is consuming a lot of fire essences right now!
            Totally agree to this . Crafting on gold AnB required lot of gold as many players can't afford it without burn hundred or thousands gem into gold. I hope the dev. team would applied it to the next update .
            Mobile only player (exclusively Android)
            Main Mage Regalia - Pikasyt (pre patch TL 137)
            XP Arcanist Mage - Pikasyt (TL 85-90)
            Gold runner BH - Pickachu (TL 100)
            CUZE XUZE YIWO 5914

            Comment


              #7
              In my experience, Air and Shadow are the ones always in short supply, Water and Earth always plentiful, and Fire somewhere in between.

              So, I would change either Haste or Ability Rate to Water, swapping for Dodge or Deflect Rating. The other I would change to Earth, swapping for Extra Gold.

              Comment


                #8
                Different builds have different needs. But all builds have excess earth and a massive overflow of water essences.
                What I really don't understand is deflect rating. No one ever willingly has it on any item (same for life regeneration) but still it (they) appears just as often as the good stats. And why on Earth is it water? It's not defensive as all the other water stats. It just deals marginal damage, or am I mistaken here?

                I'd move dodge to air (this seems obvious to me), deflect to fire and block to shadow.
                Last edited by Argon; 12-03-2019, 06:31 PM. Reason: Added own suggestions about moves

                Comment


                  #9
                  My crafting is chronically limited by Fire but that is in large part to doing most of my crafting with Experience on every piece. Crafting with Experience is because I am still fishing for farming gear with the level limits increased to 75, let alone 77, or because most of my crafting is during ANBs.

                  I have twice as much Water as Earth and almost twice as much Earth as Shadow. My Air is substantially less than my Shadow and Fire is in the pits.

                  I always use Air, Fire and Shadow and sometimes double of one, even when not going for experience. Earth is used for specific heroes and configurations. Water? Rarely and only if I want Life on Hit. Swapping Life on Hit and Experience would really help tremendously.

                  Really comes down to these simple things:

                  Critical Rating - Air
                  Critical Damage - Fire
                  Ability Rate - Shadow

                  This three attributes alone cause Air, Fire and Shadow to be consumed all the time. We really need a reason to burn off more Water. Experience is a good candidate.
                  My Eternium Data Files Can Be Found Here:

                  Eternium Files

                  Comment


                    #10
                    Off topic, but does anyone know why there's shadow? Western kulture has only the four other elements, and eastern have a fifth, but I think that is metal.

                    Comment


                      #11
                      Originally posted by Ubba Lothbrokson View Post
                      In my experience, Air and Shadow are the ones always in short supply, Water and Earth always plentiful, and Fire somewhere in between.

                      So, I would change either Haste or Ability Rate to Water, swapping for Dodge or Deflect Rating. The other I would change to Earth, swapping for Extra Gold.
                      Does anyone actually USE dodge or parry?! I would never add it unless I was blind drunk one night...
                      FEYI FAJU BESE 4881

                      Enthusiastic but inept player. Computer programmer and world traveler.

                      Comment


                        #12
                        Yea, different builds have different focuses of essence. Reducing costs of transmuting to 3-5k might just be the better choice, and also way easier to script i guess.

                        Comment


                          #13
                          I thoroughly endorse Tempest's idea, a more comprehensive variant of which was posted by myself a while ago:

                          https://forum.makingfun.com/forum/et...945#post137945

                          Comment


                            #14
                            ++++ (and a thousand +'s more...)


                            I am constantly low on air essences. Would be great if there would be a balance in the use for these essences - actually, all those never-needed stats share the same essence types.
                            MAJA MIBA LEGE 4951

                            Matrikor, Stalker BH, TL 121 post-patch (143 pre-patch)
                            Matrikor, Stalker BH (Exp), TL 122 (pre-patch)
                            Ruwiel, Exp Mage, TL 103 (pre-patch)
                            Avit, Noob Warrior, TL 101 (pre-patch)

                            Mobile only

                            Comment

                            Working...
                            X