Reduced the variation in stat parts, will increase chances of finding duplicates.
Stat parts now obtain correct ID if a match is found.
Enchant will now announce the stone used if it fails.
Protection added to stop stat parts dropping with a value way over the mobs level. (eg level 12 items dropping from level 2 mobs)
Fixed using any conduit for level 0 weapons.
Ok, now, I believe everything is now balanced and set for this to be used live very soon.
I have just one decision to make, and that's how to have the items drop.
The actual drop rates I've already determined.
It's where these parts should drop.
I have already coded in support in order to have predefined mobs in areas drop only specific part types, eg a mold, a weapon core, stat part etc. These are still random values, only thing defined is that the mob has a chance to drop it.
So, either I set which mobs should drop parts, OR let ALL mobs have a chance to drop a part.
You guys need to consider, either hunting in one place for a particular part is better, and having the area never mature to multi, or leave it to chance and everywhere has the chance to spawn items, keeping the chance of multi fair.
Will also be reducing the variation of stat parts further by making Fore, Aft, SB and Port universal. This can't be done with Auxiliary systems since the stats on these vary too much, and balancing them will cause a lot of item level issues with the current database.
EDIT: Test server is now up, make sure you reboot the launcher to get the latest client in order to see the update regarding universal Fore, Aft, SB, and Port stat parts. And please test everything is working as intended.
Drop rates are currently in place, for the purpose of testing the system, farm lowest level areas.