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TOPIC: Monster Trophy Transmute and Kilt Transmute

Monster Trophy Transmute and Kilt Transmute 1 year 1 month ago #13

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What if we just came up with some other way to set the floor value of a monster it next year. Maybe make the wishing alternative some number of fleeces rather then 15k or just assign a gp value to monster bits like we did with gear. The we just have to have another auction to duck gold out of the economy.
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Monster Trophy Transmute and Kilt Transmute 1 year 1 month ago #14

Monster bits are a luck of the draw thing. 17 pulls gave 2 bits from the bucket. Whereas I saw someone else pull 15 from 17. Luck is luck. I would leave the bits as is.

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Monster Trophy Transmute and Kilt Transmute 1 year 1 month ago #15

I am hoping for...
Kilt of the Angry Scot: +3 to three stats, freedom of movement ;)
Teeth of Cavadar: Unlocks a psionicist class

Will the monster bits be a three year transmute this time around like last year?

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On a side note: there was a GTM magazine that was handed out this year. Due to the volunteering I forgot to nab one. If had a small card in it for a game I play. If you have the cards and are not using them please pm me so it does not go to waste. :)

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Monster Trophy Transmute and Kilt Transmute 1 year 1 month ago #16

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James J Krot wrote:

jedibcg wrote:

James J Krot wrote:

Matthew Hayward wrote: I think historically Eldricth transmutes have not required Golden Fleece?


They haven't but the talk has been there was a glut of monster bits and to help weed them out.


Personally I would rather see less monster bits in the box than rares and uncommons, but that is just me. This over 20% seems crazy high to me.


To be fair they are trying to keep them high enough so that new players who don't get 19 pulls still has a reasonable chance of getting one for transmutes.

That is the issue though average player draws 3 per dungeon. They would have to play all 4 dungeons and the percentage would have to be 33% for them to get a set to transmute. The average player does not want monster bits becuase they are not pulling enough to get a set.
Someone pulling 19 is more likely to be running 3 dungeons (possibly running the 4th but they would only get 3 on it) so they get a set each dungeon on average with it being the near 25% that we saw at Gen Con. i would just rather it be closer to the 17-18% we saw the last two years.
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Monster Trophy Transmute and Kilt Transmute 1 year 1 month ago #17

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I think the bit percentage was perfect this year but I understand your milage will very.

Dont feel like like looking for it now since I'm on my phone, but I seem to recall Jeff saying the bits would be used for a 4 year transmute this time.


I hope the Grand kilt just drops off the negatives, similar to the amulet of the champion only with 3 star levels rather then just 2 like the UR
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Monster Trophy Transmute and Kilt Transmute 1 year 1 month ago #18

Picc wrote: I think the bit percentage was perfect this year but I understand your milage will very.

Dont feel like like looking for it now since I'm on my phone, but I seem to recall Jeff saying the bits would be used for a 4 year transmute this time.


I hope the Grand kilt just drops off the negatives, similar to the amulet of the champion only with 3 star levels rather then just 2 like the UR

Confirm - I have notes saying 4 year (so all 16 bits).

Regarding dropping the negatives, that would imply something like a +6 STR, +6 DEX, +6 CON kilt. That would be something like +3 To Hit/Damage for melee, +3 To Hit Ranged/-3 AC, and +3 Reflex Save, +12 or +15 Hit Points, +3 Fortitude Save.

To me that would be greatly overpowered if you compare it to the Boots at +5 damage. IF it does keep all the stats I suspect it would be closer to +3 stats with no negatives (similar to Amulet of Champion/Stu Pendant).

Although personally I would like to see some more flavor or fun instead of just stats.

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Monster Trophy Transmute and Kilt Transmute 1 year 1 month ago #19

Mike Steele wrote:

James J Krot wrote:

Matthew Hayward wrote: I think historically Eldricth transmutes have not required Golden Fleece?


They haven't but the talk has been there was a glut of monster bits and to help weed them out.


I'm hoping the Kilt transmute follows the precedent from past Eldritch Trade Items and doesn't require a Golden Fleece. That's what I'll advocate for. I'd rather bump up transmute recipes for Golden Fleece that have established recipe patterns.

The eldritch were created when TD was only played once a year( maybe twice with the boots). Now it is 4 times maybe more in the future.
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Monster Trophy Transmute and Kilt Transmute 1 year 1 month ago #20

MasterED wrote:

Picc wrote: I think the bit percentage was perfect this year but I understand your milage will very.

Dont feel like like looking for it now since I'm on my phone, but I seem to recall Jeff saying the bits would be used for a 4 year transmute this time.


I hope the Grand kilt just drops off the negatives, similar to the amulet of the champion only with 3 star levels rather then just 2 like the UR

Confirm - I have notes saying 4 year (so all 16 bits).

Regarding dropping the negatives, that would imply something like a +6 STR, +6 DEX, +6 CON kilt. That would be something like +3 To Hit/Damage for melee, +3 To Hit Ranged/-3 AC, and +3 Reflex Save, +12 or +15 Hit Points, +3 Fortitude Save.

To me that would be greatly overpowered if you compare it to the Boots at +5 damage. IF it does keep all the stats I suspect it would be closer to +3 stats with no negatives (similar to Amulet of Champion/Stu Pendant).

Although personally I would like to see some more flavor or fun instead of just stats.

Ed


Maybe something more like +2 to three stats, free movement, leaping attack 1/room?

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Monster Trophy Transmute and Kilt Transmute 1 year 1 month ago #21

jedibcg wrote:

James J Krot wrote:

jedibcg wrote:

James J Krot wrote:

Matthew Hayward wrote: I think historically Eldricth transmutes have not required Golden Fleece?


They haven't but the talk has been there was a glut of monster bits and to help weed them out.


Personally I would rather see less monster bits in the box than rares and uncommons, but that is just me. This over 20% seems crazy high to me.


To be fair they are trying to keep them high enough so that new players who don't get 19 pulls still has a reasonable chance of getting one for transmutes.

That is the issue though average player draws 3 per dungeon. They would have to play all 4 dungeons and the percentage would have to be 33% for them to get a set to transmute. The average player does not want monster bits becuase they are not pulling enough to get a set.
Someone pulling 19 is more likely to be running 3 dungeons (possibly running the 4th but they would only get 3 on it) so they get a set each dungeon on average with it being the near 25% that we saw at Gen Con. i would just rather it be closer to the 17-18% we saw the last two years.


I actually feel like the average pull for players is 4 now, because +1 pull items are so pervasive that it just makes sense if they have played more then once or twice to have it.

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Monster Trophy Transmute and Kilt Transmute 1 year 1 month ago #22

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James J Krot wrote: I actually feel like the average pull for players is 4 now, because +1 pull items are so pervasive that it just makes sense if they have played more then once or twice to have it.


It might be closer to 4 than to 3, I will give you that, but the +1 items were from 2015 and 2017. A new player doesn't have access to them. At 4 pulls at the 25% percent we thus far saw at Gen Con they would still have to do all 4 dungeons (or 1 dungeon 4 times) to get 4 MB and then trade to get a set (assuming they didn't get 4 unique ones).
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Monster Trophy Transmute and Kilt Transmute 1 year 1 month ago #23

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Fiddy wrote:

MasterED wrote:

Picc wrote: I think the bit percentage was perfect this year but I understand your milage will very.

Dont feel like like looking for it now since I'm on my phone, but I seem to recall Jeff saying the bits would be used for a 4 year transmute this time.


I hope the Grand kilt just drops off the negatives, similar to the amulet of the champion only with 3 star levels rather then just 2 like the UR

Confirm - I have notes saying 4 year (so all 16 bits).

Regarding dropping the negatives, that would imply something like a +6 STR, +6 DEX, +6 CON kilt. That would be something like +3 To Hit/Damage for melee, +3 To Hit Ranged/-3 AC, and +3 Reflex Save, +12 or +15 Hit Points, +3 Fortitude Save.

To me that would be greatly overpowered if you compare it to the Boots at +5 damage. IF it does keep all the stats I suspect it would be closer to +3 stats with no negatives (similar to Amulet of Champion/Stu Pendant).

Although personally I would like to see some more flavor or fun instead of just stats.

Ed


Maybe something more like +2 to three stats, free movement, leaping attack 1/room?


I dont know, I kind of feel like I rather have the 15 hit points from tavernbane at that point rather than make the Eldrich unless the secondary powers were really crazy good. None of the previous eldrich items have felt like you were loosing anything, more like you were just putting them all on at once.

There wouldn't be any president for it but maybe we could do something like +6 in one stat (str/dex/con) choose when equipping.

Or at least +4 in all stats, IMO an eldrich item should outclass amulet of the champion at least a bit.


Though I suppose it's to soon to really be debating it one way or the other.
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Monster Trophy Transmute and Kilt Transmute 1 year 1 month ago #24

Yeah, I think if it gave +6 to everything it would be a bit much, but on the other hand my wizard really needs the kilt if I'm going to keep cutting myself. I think I'd rather hang onto Tavernbane than gain 1 less CON. DEX and STR mean very little to me. At the moment I'm very glad I hung onto 2 Tavernbane's (transmute 1 for non-wizard class and keep the other).

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