#Masterwork Smithing for profit

15 messages · Page 1 of 1 (latest)

normal merlin
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I'd like to see a system where whenever you smith armour or a weapon, there's a chance (increased by your smithing level above the item's level) for it to be a Masterwork (or similarly named) version of that item. What do I think it should do? I don't think a stat increase exactly, it doesn't even need a visual difference, but instead it alchs and sells to shops for slightly higher coin. It stands to reason that a high level smith could, on average, make better steel armour than a lower level smith, and I would like to see grinding out steel or mith plates to be more profitable for a high level smith as a reward for their grind, on top of simply being able to craft higher level gear that's already worth more.

To throw some numbers out, let's say it's a 15% increase in worth, starting at a 5% chance plus 1% per level above the item:

Platebody alch totals:
Iron 336 - 386.4
Steel 1,200 - 1,380
Mithril 3,120 - 3,588
Adamant 9,984 - 11,481.6
Rune 39,000 - 44,850

With the chance starting at 5%, increasing by 1% per level higher than the item, this averages out to a 0.75% average increase to the worth of an item when you're on level, increasing by 0.15% per level. As an example, when you can craft Mithril Plates, Steel Plates would have a 25% chance to craft as Masterwork, an average increase of 3.75% worth.

At 99 Smithing (Metal / Chance / Alch - Average Alch):
Steel / 55% / 1,200 - 1,299 (+99)
Mithril / 35% / 3,120 - 3,283.8 (+163.8)
Adamant / 15% / 9,984 - 10,208.6 (+224.6)
Rune / 5% / 39,000 - 39,292.5 (+292.5)

Examples at 99 Smithing if the cost increase is (25%/50%)
Steel / 1,200 - (1,365/1,530) (+165/330)
Mithril / 3,120 - (3,393/3,666) (+273/546)
Adamant / 9,984 - (10,358.4/10,732.8) (+374/748)
Rune / 39,000 - (39,487.5/39,975) (+487/975)

Personal fav: 25% increase, 1% chance on level, +1.5%/level above
Steel / 76% / 1,200 - 1,382.4 (+182.4)
Mithril / 46% / 3,120 - 3,478.8 (+358.8)
Adamant / 16% / 9,984 - 10,303.4 (+319.4)
Rune / 1% / 39,000 - 39,078 (+78)

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This could additionally be used for something like a smithing minigame, there could be a new quest reward to affect the chance, the items could be cosmetically different, they could be needed for clue steps, maybe they're worth additional XP when crafted, there could be a shop that exclusively buys masterwork items for some special currency or reward like skilling for Managing Miscellania.

It doesn't have to be amazing, I mostly want Smithing to feel better with unexpected "drops" from the skill for those feel good chemicals and this feels like a decent way to approach that.

If any of my math is off don't tell me because I'll cry (Joking but also it doesn't really matter, it's superfluous for the suggestion, the developers would have a much better grasp on how to actually approach this).

glass void
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Isnt this Giants Foundry?

paper summit
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Your first example with the 5% base, 1% increase per level seems to scale much better at 99 than the 1% base, 1.5% increase example

normal merlin
# glass void Isnt this Giants Foundry?

Giant's Foundry is a minigame using unique mechanics to create a commissioned weapon, I'm suggesting a coin bonus when making lower level equipment tied to chance so there's more coming out of the skill.

normal merlin
glass void
normal merlin
glass void
normal merlin
glass void
normal merlin
primal tangle
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Eh

slim plume
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But smithing (and especially rune smithing) doesn't need a gp buff