01-28-2016, 02:25 AM
Most of us have thought it.
But the issue remains. Minuscule EXP returns from crafting. The very little gain financially and materially in such matters. I think I've found a way to fix one of these problems.
Trait: By Trade
Obtainable any time before level 10.
Combat exp reduced by 90%. Instead, exp can be earned by up to 90% of the monster formula by crafting.
Add 5% EXP per difficulty of craft (90% = 1 Difficulty, 95% = 2 Difficulty, etc). Can only be removed by LE.
I made this table to illustrate the scale of the change, in two forms. One has the minimum at 80%, the other has the minimum at 90%, just to show alternatives.
I've visually separated professions that may go together as traits. I would like to suggest that jobs at the same level (such as Fisher, Farmer, and Miner) not be able to picked together, so as not to allow people to become jacks of all trades.
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Merchant - Req. By Trade - Level 10
Sell equippable items for 5% more murai. Adds 10 Encumbrance. RP EXP is twice as often.
Salesman - Req. Merchant - Level 20
Sell equippable items for 15% more murai. Sell non-equippable items for 10% more murai. Adds 20 Encumbrance.
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Fisher - Req. By Trade - Level 10
Increased chance of baiting in larger fish. Decreased stamina use when fishing. RP EXP is twice as often.
Farmer - Req. By Trade - Level 10
Increased produce yield. Decreased stamina use when doing farming actions. RP EXP is twice as often.
Chef - Req. By Trade - Level 20
Anything you cook with a difficulty level less than or equal to your skill level gains 5% more HP/FP regen. Uses less stamina to cook.
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Miner - Req. By Trade - Level 10
Able to tell what kind of ore will be in a vein by examining it. Increased ore yield when mining, and decreased stamina use when gathering from them. RP EXP is twice as often.
Clothier - Req. By Trade - Level 20
Any equippable items you craft are worth 25% more murai. Able to choose one quality to bestow upon any cloth-based armor you craft, positive or negative, as long as its difficulty is less than your skill level. Uses less material and stamina when crafting with cloth.
Smithy - Req. By Trade - Level 20
Any equippable items you craft are worth 25% more murai. Able to choose one quality to bestow upon any weapon you craft, positive or negative, as long as its difficulty is less than your skill level. Uses less material and stamina when crafting with ore.
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It's a Science - Req. By Trade - Level 10
10% chance to get double materials back when breaking down items. Does not apply to Raremetal. RP EXP is twice as often.
Carpenter - Req. By Trade - Level 20
Able to tell what kind of wood will come from a tree or woodpile by examining it. Increased wood yield from trees and woodpiles, and less stamina use gathering from them. Uses less materials when building furniture items.
Doctor - Req. By Trade - Level 20
Able to tell what kind of material will come from a plant by examining it. Increased material yield from plants, and decreased stamina use from gathering from them. Healing items you use heal 10% more.
"[url=http://neus-projects.net/viewtopic.php?p=11823#p11823 Wrote:Neus » Sun Jan 24, 2016 12:14 pm[/url]"]Have you considered becoming a baker instead of an adventurer?
But the issue remains. Minuscule EXP returns from crafting. The very little gain financially and materially in such matters. I think I've found a way to fix one of these problems.
Trait: By Trade
Obtainable any time before level 10.
Combat exp reduced by 90%. Instead, exp can be earned by up to 90% of the monster formula by crafting.
Add 5% EXP per difficulty of craft (90% = 1 Difficulty, 95% = 2 Difficulty, etc). Can only be removed by LE.
I made this table to illustrate the scale of the change, in two forms. One has the minimum at 80%, the other has the minimum at 90%, just to show alternatives.
I've visually separated professions that may go together as traits. I would like to suggest that jobs at the same level (such as Fisher, Farmer, and Miner) not be able to picked together, so as not to allow people to become jacks of all trades.
------------------------------------------------------------------------------------
Merchant - Req. By Trade - Level 10
Sell equippable items for 5% more murai. Adds 10 Encumbrance. RP EXP is twice as often.
Salesman - Req. Merchant - Level 20
Sell equippable items for 15% more murai. Sell non-equippable items for 10% more murai. Adds 20 Encumbrance.
------------------------------------------------------------------------------------
Fisher - Req. By Trade - Level 10
Increased chance of baiting in larger fish. Decreased stamina use when fishing. RP EXP is twice as often.
Farmer - Req. By Trade - Level 10
Increased produce yield. Decreased stamina use when doing farming actions. RP EXP is twice as often.
Chef - Req. By Trade - Level 20
Anything you cook with a difficulty level less than or equal to your skill level gains 5% more HP/FP regen. Uses less stamina to cook.
------------------------------------------------------------------------------------
Miner - Req. By Trade - Level 10
Able to tell what kind of ore will be in a vein by examining it. Increased ore yield when mining, and decreased stamina use when gathering from them. RP EXP is twice as often.
Clothier - Req. By Trade - Level 20
Any equippable items you craft are worth 25% more murai. Able to choose one quality to bestow upon any cloth-based armor you craft, positive or negative, as long as its difficulty is less than your skill level. Uses less material and stamina when crafting with cloth.
Smithy - Req. By Trade - Level 20
Any equippable items you craft are worth 25% more murai. Able to choose one quality to bestow upon any weapon you craft, positive or negative, as long as its difficulty is less than your skill level. Uses less material and stamina when crafting with ore.
------------------------------------------------------------------------------------
It's a Science - Req. By Trade - Level 10
10% chance to get double materials back when breaking down items. Does not apply to Raremetal. RP EXP is twice as often.
Carpenter - Req. By Trade - Level 20
Able to tell what kind of wood will come from a tree or woodpile by examining it. Increased wood yield from trees and woodpiles, and less stamina use gathering from them. Uses less materials when building furniture items.
Doctor - Req. By Trade - Level 20
Able to tell what kind of material will come from a plant by examining it. Increased material yield from plants, and decreased stamina use from gathering from them. Healing items you use heal 10% more.
Quote:OOC Devourer Of Souls: She left me for WoW?! THIS IS BULLSHIT
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