Just to establish a benchmark (but mostly given that even 'slightly unstable' procs every time), with how many 'encrust points' do the items go 'slightly unstable', 'dangerously unstable', etc?
"Basically encrusting stacks on gear as you encrust it, linearly. Every time you encrust an item, a roll is made out of 100 on that item's instability. If you get under the instability, you get an unstable effect." "The chance of triggering an unstable effect stacks every unstable effect you get. Slightly unstable is 5%, then 10%, 15%, etc. (iirc)." Thanks to ChrisWhitman for the answers.
So, when you have a 'Ultimate Rearden Crust', it has a 35% chance to be slightly unstable when you encrust it, and then if you add a 6% one on to that it now has a 41% chance to be unstable, etc? And I assume that the chance of triggering system doesn't work right now because it always triggers, right?
So then each instability effect is just 5% chance of [effect] (on attack? or do they have different triggers based on piece of gear)? Or is it 5% if you have one instability effect, 10% chance of two different effects if you have two? Orr.... (sorry trying to clarify what you mean) (Also I assume this is AFTER it's patched because based on my experience currently it's more like 100% chance of the instability effect on attack currently; though this has been indicated to be a bug )
You are both correct, and armor crusts proc when being hit, weapons when hitting. It is indeed bugged as 100% right now. Also, if you encrust the same crust multiple times, the roll is made exponentially instead of being added. (Say a 5 instability crust being applied on an identical one, would be a 25% chance instead of 10% chance on the roll)
Also, shouldn't the spikes encrust go on boots rather than gloves since unarmed attacks use your feet?
Um. So, I just encrusted a "Universal Principles" with Really Holy Shield (8 instability encrust) six times. Only on the sixth did I get 'slightly unstable'. So, does that mean - a) each roll had an 8% chance to add 8% instability, which didn't happen until the sixth, crossing the 5% "slightly unstable" threshhold b) the first roll had an 8% chance to add instability, the second 16%, etc (chance adding each encrusts's instability cost), so the first beat an 8% chance, the second beat a 16% chance, ... the fifth beat a 40% chance, the sixth tripped the 48% chance and added 8% instability, bringing it ovber the 5% threshhold to 'slightly unstable' [so there's a separate counter for chance to add instability and instability] c) as above, but the last roll, when adding instability, added 48% instability, yet only marked it as 'slightly unstable' [so the marking system is weird] ???? and does it add one instability effect each time you fail a roll, or just add to the chance of (any random instability effect) occurring?
Hm, that's weird. Since Daynab said that the same encrust adds a exponential roll, the 2nd one should have had a 64% chance, and the 3rd a 512% chance, the 4th a 4096% chance, etc. So you should have gotten it on your 3rd try. Did you check in between encrusting it, or did you just click 6 times? If the above is true, you should have gotten a 20% chance to proc the instability effect, whatever it was. Each time the 1st roll succeeds (the number you see in the crafting tooltip out of a hundred), you get an extra 5% chance to proc the effect when you get hit for armor/attack for weapons. That's once the bug is fixed, though. Right now it's locked at 100% no matter how unstable it is.
This hotfix fixes some crashes and supposedly the encrusting percentages, if anyone wants to use it. http://patches.gaslampgames.com/dredmor/dredmor_hotfix_test3.zip It's not officially distributed yet.
@Portalboat: yeah, I was checking between each encrust. So, will only one proc effect get added per item, or per lower-than-threshold roll? I.e., is it a 5% chance for proc1 and then 10% chance for proc1, or a 5% chance for proc1 and then that plus 5% chance for proc2, or a 5% for proc1 and then 10% for (proc1 OR proc2) ...? Also, IMHO the encrust 'drawbacks' are WAY too easy to deal with, if you've hoarded supplies. I've spammed HUD, steel plating, Very Holy Shield, fire resist, faraday shield, some medicoating, and honestly none of the procs hurt me (although froda's jump every time I get hit is a pretty major drawback, I'll admit). Even Vlad could only hurt me with melee or excessive voltaic, and if I hadn't stopped spamming crusts, those wouldn't have been an issue either. Admittedly this is only a problem with extremely craft-focused builds lategame.
This might be addressable by making it so an item can only get a specific encrust once? It's much harder to get +30 necro resist when you can only use Very Holy Shield once or maybe twice between two weapons. (Also notably since a number of the possible procs do necro damage, this specific example seems really exploitable.) Also it might help with the problem where you accidentally click the encrust button more then once because there's not immediately obvious cue that encrusting happened and end up unstabling your gear entirely accidentally