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All posts created by Bob

Bob
I added a sticky Chat Commands topic under support here a while back. I only included a couple commands to start things off, but could add to the list over time, particularly if anyone has specific requests for groups of commands to add. It would certainly be useful to get all the commands listed, but there are quite a few and I'd need to to set aside a fair amount of time to sort out which ones are actually available to players and get them documented. Fortunately, most do have documentation somewhere, and often that is in the Help text, but it's listed in the related sections so it's all a bit scattered. There's often documentation available in various blog entries and forum postings as well, but obviously it would be more useful to pull that all together.

Once such a list was gathered, putting it in the Help text should be pretty easy, and I agree it would be useful. I've added a feature request to our database to look into it when we have a chance.
Bob
Tyncale
I haven't kept up, can Azoth be used to increase the chance of a higher +? If so, then that could become a nice moneymaker for Paizo. With the danger of Pay to WIn looming off course. smile

Yes, you will be able to spend Azoth to increase your odds of getting higher pluses from refining. For a set price (based on the value of the resulting refined goods), your chance for a +1 crit will go up by 10 percentage points, and your chance for a +2 crit will go up by 1 percentage point. So, if your chances were originally 5% for +1 and .5% for +2, spending Azoth will bring your chances up to 15% for +1 and 1.5% for +2.
Bob
We're starting to do some internal testing of EE 13 and hope to have something up on Zog for everyone to take a look at sometime next week. Things got a bit bogged down on my side by the New Player Quest, primarily because we decided that it needed to provide a lot more guidance on advancing through feats all the way up to Tier 2 than had been originally planned. That took a lot longer to implement than I'd hoped, but it's finally up and running.

Fortunately, Cole powered ahead and has even implemented the Auction House and Vault improvements originally scheduled for EE 14, including an Active Bids view of the Auction House, better default prices when putting items up for sale, and Take/Transfer All for getting things out of vaults or putting them into trade/mule windows. He's also had a chance to address several other bugs that have turned up as we've been implementing EE 13 and as you've all been playing EE 12, so the build will include several smaller improvements as well.

There will, however, be a brief delay before serious testing can start, since I'm off on a quick family vacation starting tomorrow. When I return early next week, just as we did for EE 12, I'll start posting more detailed write-ups as I'm testing each feature so that all of you can provide some feedback and point out anything we should think about changing before going to Zog.

Bob
Bringslite of Staalgard
It doesn't make sense to me that crafted items would be salvageable to get back raw materials. How do you salvage an axe and get unrefined ore? The metal available is already refined. The raw wood has already been shaped into a haft. How does dried varnish come back as herbs and minerals?

In the original design, they generally wouldn't come back as the raw materials you can gather, but instead as the kind of salvage items you get when looting mobs, like armor scraps. Salvaging would be more like tearing the item apart into recyclable parts, but then you still have to recycle/refine them to get them into a more useful form like an ingot. That said, there may be some cases where it makes sense to get back a refined material, or there are certainly arguments for treating the salvage process as more of a mixed shredding/refining process than just a shredding one, with the result being more refined goods than salvage items.

Bringslite of Staalgard
On the other hand, for crafted items, I need a hell of a lot less +3 refined materials to craft a +3 axe as a lvl 20 weapon smith than a lvl 1 weaponsmith. Can I make great returns having the lvl 20 make it and salvaging it with a lvl 1?

An important part of any salvaging system would be making sure that you're always losing enough value during the salvage process to prevent you from just essentially creating materials out of thin air by repeatedly crafting and salvaging them with high-level characters. Salvaging is just meant to be a way to recover some of the value of an unwanted item, not all of its value.
Bob
Smitty
@Bob
The broken armor salvaged to raw mats makes sense with what we have – It also doesn’t infringe upon actual refiners- unlike my idea above-
But it is not interesting-
*
I would much rather break an item down to refined mats - I can save up mats to make a new set- or sell them off to offset the cost of my new armor, etc. If I get lucky and get a +5 refined mat that 1 durability armor I had could turn into 2-3 new full sets , that feels like a system that would get much more use.
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Anyway just my thoughts- if you put any work into a system like this- make it appealing to use- just salvaging to raw mats is not interesting- there are already 2 soon to be 3 ways to get raw mats- adding another way to get a few refined mats would be good to introduce ( just my opinion)
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If you wanted I guess you could still design a salvage system to break down refined mats ( like the basic spell craft stones)- just not sure how much use it will see for normal gear, since we will have 3 options to get raw mats in the game already ( nodes, monsters, gushers coming soon )..
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That's a valid point, and the system could probably be adapted to provide a mix of refined and raw materials that would feel appropriate based on the items that were salvaged. It's probably quite a way off, but we can explore the possibilities when we're closer to implementing something.
Bob
Smitty
First off I say leave repair alone- certainly isn’t needed right now….
..
Yet since you did make a note to look into what to do with old beat up gear- how about a system to recoup the refined materials that make up that item?
If yall are considering kits- come up with Kits to break items apart not fix an item- ( can even return +5’s refined mats occasionally based level quality of kits etc)
*
Type and quantity of refined items that are returned would be based on what went into it and how durability points remain on the item. ( yes this is coding but folks are already asking for coding .)
*
If you put time and resources into this, wouldn’t it be more interesting to get a+5 refined mat occasionally rather than combining a bunch of things to the same item..
Besides some of you guys are making the case of having hundreds of broken suits or armor and weapons laying around.. and I don’t want to replace crafters with kits - So -I don’t you to repair your 200 sets of armor-
*
if you need new armor- break that stuff down then sell/trade/barter the mats back to the crafter
*

Stephen had in fact designed a salvaging system, though it salvaged finished items into raw salvage materials like armor scraps and such. It's something we'd still like to look into at some point.
Bob
Nihimon
Bringslite of Staalgard
… why complicate things? Items that are different in "+" or in tier simply shouldn't be compatible as repair parts.

It may be counter-intuitive to non-programmers, but it's often simpler (and always more satisfying) to write code that knows how to properly handle a particular situation than to write the often kludgey code that tries to make sure that situation never comes up.

Either option for handling upgrades would require code changes, and neither code change is particularly difficult. Since difficulty doesn't push us down one particular path, we generally prefer whichever choice gives players the most options.

In terms of matching tiers, the easiest way to implement this would just be to have a specific Repair recipe for every item that can take durability hits, which would only let you use two of the exact same item anyway. They'd be set up so that you learn them automatically when you learn the main crafting recipe, much like the Disjoin recipes for Aeon Stones get learned alongside the recipes for joining them together.
Bob
Edam
@ Bob … maybe make it so if you combine two different plus items it defaults to the lower plus for the output.

That or average upgrade rounded down. There are probably other solutions as well. Most wouldn't be particularly difficult to implement, but even small code changes have a certain amount of overhead to make sure they're done right.
Bob
It's an interesting idea, though there'd be some coding work required to handle the durability properly and to combine upgrade values a little differently than usual (the current system would let a skilled crafter combine a +2 and a +3 into a +3, which would actually add value to the repair and break the churn cycle). I've filed a feature request to look into it at some point, but we probably won't be freed up enough to consider it for a while.
Bob
Bob
As a question for the peanut gallery, would it be useful for me to put a Suggested Builds sub-topic under each of the role forums? Might help keep these kinds of posts more organized.

I've gone ahead and added a "Suggested X Builds" sub-forum to each of the Roles forums. That should make it a lot easier to point new users to one place for each role to look at possible builds.

If anyone has posts of suggested builds that they'd like moved to the new sub-forums, let me know and I'll move them over. Otherwise, feel free to just repost them there, particularly if you'd like to start fresh with an updated post.