Well if you think about it, set-item boost belong to tailoring would only affect clothing, not light armor or heavy armor. Changing that thought would require blacksmithing, enchant (for magical clothing) and tailoring all to have that affect for their own gear. Tailoring working on clothing/magical clothing would make sense, but not fully for armor.
That's never stopped DevCAT before. Though if you ask me I would've just put Tailoring, Blacksmithing, and Carpentry into one talent; Potion Making and Enchant in another, and Transmutation without all the combat-construction on its own, then later added Magic Craft to Potion Making+Enchant and Engineering to Transmutation.
All Enchant is mainly good for is lowering dura loss on failed enchants. It doesn't help success rate of enchanting. Players will just look for someone with R1 who've grinded or potted up,and spend nx regardless so their item doesn't lose dura or explode.
True. I made a post on some enchants a while ago somewhere in this thread though I want to update it a bit later on in another post I'm currently working on. (I'm working on a Dungeon+Life Skill thread I want to release together but the Dungeon part is leading me to a block.)
I would also like it if instead of getting the entire set for the effect, it just be broken down too like boots 5% without set,helmet 7% without set and ect (actual percent depends on item grade). So you can transfer or just talk to some npc or blacksmithing player to create that set-item effect on your new gear. It would be a refreshing view from the constant thames endgame armor I'm seeing to often while on mabi
When I read this my first impression was that that sounds nice. Though after a bit of thinking, as much as I like the idea of replacable parts, I want to encourage formulating a set and getting things that work well together. Although I guess it can go halfway, where like a set effect of 10 does 20%, and 5 contributes half of what it's worth (so half of half of 10 would be 2.5%, making the jump from 9>10 be 4.5%>20% or something dramatic along those lines depending on what the set actually does).
I agree with Kapra that set effects should be primarily (if not exclusively) obtained through equipment bonuses.
I didn't really say that if you mean what I think you mean. But I do think it should be exclusively from product talents and not a combat talent like Magic. (I mean really? First Aid, a Life Skill, is in the Cleric talent. Why can't they put Enchant, a Magic Skill, in a Life talent?)
I'm really partial to the idea of raising your equipment out of focused effort over a course of time, like you would do with breeding Pokemon.
It would be nice if they updated set effects to mirror the system in Monster Hunter, ex:
Mana Reduction 10~19 level triggers -10% mana consumption.
Mana Reduction 20~24 level triggers -20% mana consumption.
Mana Reduction 25+ level triggers -30% mana consumption.
etc
I never thought of that but that's a really great idea actually. That could encourage players to work on improving a set effect they already have, rather than focus on activating a second set effect that they wouldn't care for as much. (Though the utility of some set effects is another issue.)