We need to setup a system similar to CG's ingot/armor/hide/log value system for crafting and combat. I'll make seperate issues for each one, this one will apply to INGOTS/ARMOR. CG's system was as follows; (We can adjust and customize to what we want, of course):
Mining skill: Ore type:
0% Iron (Most common)
20% Steel
40% Iridium
50% Augite
60% Platinum
70% Copper
80% Bronze
90% Hematite (hard to get but good AR)
100% (2x smelting ores)
105% Titanium
110% Obsidian (20% chance to drain mana on weapon hit)
115% Corrundum (Same as obsidian but 100% chance. With full armor set, it drains mana first before health)
120% Mythril
(As per mining, there was also clay and sand(glass); stone/sandstone mining with a tome for house building and crafting, which can be addressed seperately in a tomes or mining issue.)
We need to setup a system similar to CG's ingot/armor/hide/log value system for crafting and combat. I'll make seperate issues for each one, this one will apply to INGOTS/ARMOR. CG's system was as follows; (We can adjust and customize to what we want, of course):
Mining skill: Ore type: 0% Iron (Most common) 20% Steel 40% Iridium 50% Augite 60% Platinum 70% Copper 80% Bronze 90% Hematite (hard to get but good AR) 100% (2x smelting ores) 105% Titanium 110% Obsidian (20% chance to drain mana on weapon hit) 115% Corrundum (Same as obsidian but 100% chance. With full armor set, it drains mana first before health) 120% Mythril
(As per mining, there was also clay and sand(glass); stone/sandstone mining with a tome for house building and crafting, which can be addressed seperately in a tomes or mining issue.)