Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > The Riverside Inn

Notices

Closed Thread
 
Thread Tools Display Modes
Old Sep 21, 2006, 01:31 PM // 13:31   #1
tinyurl.com/6hqar7a
 
wilderness's Avatar
 
Join Date: Mar 2006
Guild: We Couldn't Figure Out A Name [LMAO]
Profession: W/N
Advertisement

Disable Ads
Default A question about inherent inscriptions for weapons.

This is NOT a discussion thread for whether or not weapons inscriptions are a good idea, or how they'll affect the market etc..

I'm just wondering, does anyone know if you will be able to apply these to all weapons or not?

Will I be able to buy a req8 crystaline sword with a rubbish inherent modifier, and add a 15^50, or will this be restricted to blues and collecters items or something similar?
wilderness is offline  
Old Sep 21, 2006, 01:33 PM // 13:33   #2
Desert Nomad
 
GloryFox's Avatar
 
Join Date: Jan 2006
Location: Good ol' USA, where everyone else wants to be
Guild: Now Plays World of Warcraft on Whisperwind
Default

The wording says most weapons.

We don't yet know how this will work but ive got a clean Gothic Req 8 sword just waiting for an inscription.
GloryFox is offline  
Old Sep 21, 2006, 01:38 PM // 13:38   #3
tinyurl.com/6hqar7a
 
wilderness's Avatar
 
Join Date: Mar 2006
Guild: We Couldn't Figure Out A Name [LMAO]
Profession: W/N
Default

Does anyone know what most means?
wilderness is offline  
Old Sep 21, 2006, 01:47 PM // 13:47   #4
Grotto Attendant
 
Mordakai's Avatar
 
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
Default

No, but my guess is Collector and Crafted weapons will be unable to salvage Inscriptions (or, whatever we do to remove an Incription from a weapon).

It will probably be limited to removing (and placing?) only on weapons you find.
Mordakai is offline  
Old Sep 21, 2006, 03:05 PM // 15:05   #5
Wilds Pathfinder
 
thedeadwalk!'s Avatar
 
Join Date: Jun 2006
Location: Atlantis
Guild: The Ocean [quay]
Default

I would think only inscriptions would be able to take the place of other inscriptions, or where there are no inherent mods.
thedeadwalk! is offline  
Old Sep 21, 2006, 03:09 PM // 15:09   #6
Lion's Arch Merchant
 
gene terrodon's Avatar
 
Join Date: Jul 2006
Location: Maryland/DC Area
Guild: Farmers Unite [FU]
Profession: W/
Default

Second question...
Will blue, purple and gold weapons have some sort of limits to what can be applied or will you not be able to salvage and apply inscriptions to lower level weapons?

i.e. blue can only accept max 10^50, purple can only take max 14^50 and gold takes max everything.

Will the gold weapons be the only ones that can have the inscriptions changed?
gene terrodon is offline  
Old Sep 21, 2006, 03:20 PM // 15:20   #7
Krytan Explorer
 
Clawdius_Talonious's Avatar
 
Join Date: Aug 2006
Location: Screwston, Tejas
Guild: KOS
Profession: N/Me
Default

Quote:
Originally Posted by gene terrodon
Second question...
Will blue, purple and gold weapons have some sort of limits to what can be applied or will you not be able to salvage and apply inscriptions to lower level weapons?

i.e. blue can only accept max 10^50, purple can only take max 14^50 and gold takes max everything.

Will the gold weapons be the only ones that can have the inscriptions changed?
My guess would be no, that they'll be able to be applied to most weapons, including blues and purples, possibly even clean whites to make a blue. However they -may- even be able to be placed on collectors items if you're willing to never be able to get them back.
Clawdius_Talonious is offline  
Old Sep 21, 2006, 03:24 PM // 15:24   #8
Banned
 
DeathByAmor's Avatar
 
Join Date: Aug 2006
Profession: N/
Default

I think the they can be applied to all weapon except for Collector's Items, Quest Items, and Green Items. It would be sweet however if you could add say a +5 Energy mod to the Fiery Flame Spitter

Edit: BTW I have been thinking about this some and I am starting to think that the modifiers will probably not be salvageable from other weapons exactly. I think ANet may include some way that you can change the dmg mod to whatever you want as it is needed as long as you have identified that dmg mod on a weapon. Kind of the same way unlocking PvP skills works. I believe that if you unlock a certain dmg mod you will be able to change your weapon's modifier anytime you need to. I could be way off on this, but I don't see this as being out of the realm of possibility.

Last edited by DeathByAmor; Sep 21, 2006 at 03:31 PM // 15:31..
DeathByAmor is offline  
Old Sep 21, 2006, 03:39 PM // 15:39   #9
Frost Gate Guardian
 
Cloudpiercer's Avatar
 
Join Date: Sep 2006
Profession: R/
Default

I hope you can put them on any sword, cause I have alot of req 8 max damage rare skin swords that can make me rich in an instant
Cloudpiercer is offline  
Old Sep 21, 2006, 03:45 PM // 15:45   #10
Hell's Protector
 
Jetdoc's Avatar
 
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
Default

I would guess that most means:

1. The inscription will not be able to be changed on collector/crafter weapons or green weapons. This is due to the many rare odd collector items that have multiple inherent modifiers that are not available on most weapons of that type (e.g. FFS). That and you can't replace the prefix/suffix of green weapons currently - I don't see why this would be any different.

2. The inscription will be able to be changed on all other weapons - white, blue, purple or gold.

3. The inscirption will be just like the current prefix/suffix modifiers - that is, they are only useable for that category of weapon (i.e. swords, axes, hammers, bows and staves).

4. The jury is still out as to whether this will impact wands, offhands shields and armor (although this is mentioned).

5. The jury is also still out as to whether it will represent combos of inherent modifiers. For example, staves can provide you 20% faster recharge and 20% faster casting speed - will there be two "inscriptions" available for staves to apply, or will a "combo" inscription be available to apply to these two?
Jetdoc is offline  
Old Sep 21, 2006, 03:49 PM // 15:49   #11
Wilds Pathfinder
 
Kais Unduli's Avatar
 
Join Date: Sep 2005
Location: Room V
Default

I'm seriously hoping this will be applicable to wands as well. I have plenty of items sitting in stoarge whose mods I can splice onto another wand.
Kais Unduli is offline  
Old Sep 21, 2006, 03:51 PM // 15:51   #12
Krytan Explorer
 
Clawdius_Talonious's Avatar
 
Join Date: Aug 2006
Location: Screwston, Tejas
Guild: KOS
Profession: N/Me
Default

Quote:
Originally Posted by DeathByAmor
I think the they can be applied to all weapon except for Collector's Items, Quest Items, and Green Items. It would be sweet however if you could add say a +5 Energy mod to the Fiery Flame Spitter
I would imagine you're correct about greens, however I don't see why they wouldn't apply to collectors items. I don't think you could remove them from collectors items but applying a +5e axe inscription to a FFS would result in that inscription overwriting the 10% skill recharge I'd think...
Quote:
Originally Posted by Jetdoc
This is due to the many rare odd collector items that have multiple inherent modifiers that are not available on most weapons of that type (e.g. FFS). That and you can't replace the prefix/suffix of green weapons currently - I don't see why this would be any different.

The jury is also still out as to whether it will represent combos of inherent modifiers. For example, staves can provide you 20% faster recharge and 20% faster casting speed - will there be two "inscriptions" available for staves to apply, or will a "combo" inscription be available to apply to these two?
I agree about greens, disagree about crafters items because applying them to a crafters item IMO would be like applying a head/wrap, you can apply it but you can't salvage it.

I doubt very seriously you'll be able to combine inscriptions at all.
Clawdius_Talonious is offline  
Old Sep 21, 2006, 03:54 PM // 15:54   #13
tinyurl.com/6hqar7a
 
wilderness's Avatar
 
Join Date: Mar 2006
Guild: We Couldn't Figure Out A Name [LMAO]
Profession: W/N
Default

How about unconditional dmg weapons? there are still a few of those floating about, will their inherents be salvagable even though the modifers themselves don't drop anymore?
wilderness is offline  
Old Sep 21, 2006, 04:00 PM // 16:00   #14
Krytan Explorer
 
Clawdius_Talonious's Avatar
 
Join Date: Aug 2006
Location: Screwston, Tejas
Guild: KOS
Profession: N/Me
Default

Quote:
Originally Posted by wilderness
How about unconditional dmg weapons? there are still a few of those floating about, will their inherents be salvagable even though the modifers themselves don't drop anymore?
It would be my guess that they wouldn't, but if they are removable then they will command about the same sort of prices only perfect crystalline swords have tended to in the past IMO, if anyone would part with one.
Clawdius_Talonious is offline  
Old Sep 21, 2006, 04:03 PM // 16:03   #15
Underworld Spelunker
 
Join Date: Feb 2005
Default

my guess to the number of inscriptions will be as many as you have ever found in the wild which is at least 2-4 but someone said they had one with 4 and all of them were useless to him.

so my guess is the maximum number you can get on any item will be 3-4 and i dont see less than 2 on any color if any color limit at all
Loviatar is offline  
Old Sep 21, 2006, 04:50 PM // 16:50   #16
Banned
 
DeathByAmor's Avatar
 
Join Date: Aug 2006
Profession: N/
Default

Well if you consider what I mentioned a few posts up if you had personally IDed the Axe/Sword/Hammer to be 15% unconditional then you could have any weapon to be unconditional by modifying it. I would prefer this method to having to salvage weapons or whatever to get the inherent mod. I personally do not want the market to be flooded with WTS 15^50 mod spamming. I think if you ID a weapon and you get a 20/20 or whatever then you should be able to switch other weapons inherent mods if you choose. I dunno if anyone agrees with me, but I believe this would be a good way to handle it.
DeathByAmor is offline  
Old Sep 21, 2006, 05:02 PM // 17:02   #17
Underworld Spelunker
 
Join Date: Feb 2005
Default

Quote:
Quote:
Originally Posted by DeathByAmor
Well if you consider what I mentioned a few posts up if you had personally IDed the Axe/Sword/Hammer to be 15% unconditional then you could have any weapon to be unconditional by modifying it. I would prefer this method to having to salvage weapons or whatever to get the inherent mod. I personally do not want the market to be flooded with WTS 15^50 mod spamming. I think if you ID a weapon and you get a 20/20 or whatever then you should be able to switch other weapons inherent mods if you choose. I dunno if anyone agrees with me, but I believe this would be a good way to handle it.
this is to salvage a 20/20 mod from an otherwise crap weapon and apply it to the one you want.

salvage the good "inscription" and you still have the original weapon intact.

already have a wonderful skin 20/20?

add another nice "inscription" to that one for your dream weapon.

i love it and who cares if i can get the whole thing for 5k-10k total.

its not the gold value that counts it is that i like it.
Loviatar is offline  
Old Sep 21, 2006, 05:09 PM // 17:09   #18
Banned
 
DeathByAmor's Avatar
 
Join Date: Aug 2006
Profession: N/
Default

Quote:
Originally Posted by Loviatar
this is to salvage a 20/20 mod from an otherwise crap weapon and apply it to the one you want.

salvage the good "inscription" and you still have the original weapon intact.

already have a wonderful skin 20/20?

add another nice "inscription" to that one for your dream weapon.

i love it and who cares if i can get the whole thing for 5k-10k total.

its not the gold value that counts it is that i like it.
While I do think that alot of people would like the mods to be salvageable I do not think it should be this easy. I think that you at some point should have at least had to ID an item with the perfect mods you want and then and only then can you switch the crappy inherent mods on your current item with the unlocked mods. That said however upgrade mods should still be salvageable. I love how you can choose which mods to salvage I just hope that doesn't extend to the inherent mods. You see this way this update doesn't kill the idea of chests off. People will still strive to unlock that perfect 15^50 mod they want. Once they ID one with 15^50 they are set. I believe it should be per item too meaning you can't unlock a 15^50 axe mod and then be able to apply it to your sword too. You would have to unlock the 15^50 for sword as well.

Last edited by DeathByAmor; Sep 21, 2006 at 05:12 PM // 17:12..
DeathByAmor is offline  
Old Sep 21, 2006, 05:12 PM // 17:12   #19
Ascalonian Squire
 
swimnserve88's Avatar
 
Join Date: May 2006
Location: Colorado
Profession: W/Mo
Default

2 things are bothering me:

1) Will applicable mods be limited by the color of a weapon? That is, will whites only take one mod (prefix, suffix, or an inherent) and golds up to 4 (1 prefix, 1 suffix, and in staves' case, 2 inherents - gold melee and bows would still be limited to 3, unless ANet can manage to think up something we aren't expecting....+15^50 and +15 in stance?)?

Item Color would then determine how many mods can be applied to the weapon, so a gold weapon will always be more valuable than a clean, blue, or purple weapon....just somehing I've been curious about.

2) I wonder if ANet will make weapons recraftable for a small initial fee or something, so that mods can be rearranged on the fly at a guild hall or in town...Maybe a way to get rid of unneeded inventory fillers? I'd like that option, as I'm short on inventory as it is, and I like only ever needing to take 1 weapon skin for the job...then again, this may be the worst idea ever....who knows.

Just my $.02
swimnserve88 is offline  
Old Sep 21, 2006, 05:27 PM // 17:27   #20
Underworld Spelunker
 
Join Date: Feb 2005
Default

Quote:
Originally Posted by DeathByAmor
While I do think that alot of people would like the mods to be salvageable I do not think it should be this easy. I think that you at some point should have at least had to ID an item with the perfect mods you want and then and only then can you switch the crappy inherent mods on your current item with the unlocked mods. .
consider that if a bonus is *inherent* it is already identified for you.

secondly the ID process at 4 gold is meaningless anyway.
Loviatar is offline  
Closed Thread

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 05:16 PM // 17:16.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("