fixed items

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renke_
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Re: fixed items

Post by renke_ » Thu Sep 04, 2014 12:41 pm

yayswords wrote:To talk about item levels and quality anyway. I'm looking at things from a WoW perspective where item level gives a corresponding item budget (stat points to distribute) and rarity level multiplies this budget (among other things). I'm not sure how else to view it here, sure rare items are able to have regen, and legendaries are handmade and can have some unconventional stats, but why the normal/fine/masterwork levels then? What do they represent if not an item budget increase?
The quality levels are used as seed for the RNG - but as the variance of the random generated items is much higher than the RNG seed impact between two quality layers the effect of the quality is negligible.

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yayswords
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Re: fixed items

Post by yayswords » Fri Sep 05, 2014 4:37 am

The quality levels are used as seed for the RNG - but as the variance of the random generated items is much higher than the RNG seed impact between two quality layers the effect of the quality is negligible.
Then we really should do something about the quality tiers, 'cause that's very misleading. Unless Jack has some comments on it? We could just remove masterwork as a random item quality and make all predefined items masterwork; that'll make them very easy to detect... even if the 8 stacks do that too lol.
About the hat: Just change the sheet if you think I'm wrong ^^
I'd probably change all the level 6 predefined items to masterwork but I, eh, don't know where to upload :oops: I have my own domain but I haven't been able to connect to the FTP since I upgraded to Win7. I've turned off firewalls left and right to no avail.

On that note though it's kind of useful (for spotting the ones you want) that the level 6 items are fine and the 11 ones are masterwork.
If at first try it doesn't explode, it ain't Jack who wrote the code.

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fabulaparva
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Re: fixed items

Post by fabulaparva » Fri Sep 05, 2014 6:37 am

^Except that in the latest .ods most of them are no longer in stacks of 8, since I added slightly more variety to those numbers.... :P If that's now a problem, I can easily switch them back to 8 for all and upload it later today/tomorrow, no biggie.

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jack1974
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Re: fixed items

Post by jack1974 » Fri Sep 12, 2014 4:54 pm

I need to check the .ods yet, for next act and act4 I think definitely there's the need of more resistances items, since at high level the casters can do really serious damage if your party has 0% in a specific resistance.
For example:
"Dark Wizard A hits Vaelis for 171 Earth damage with Barbed Spike" :mrgreen:
I was playing Nigthmare, OK, but I checked the calculations to see what was going on, and is all ok - is because enemies usually have always a few % of resistances, even 25% would have reduced that damage by a good amount.
I think is OK, because the "super enemy spells" effect can be noticed only in Hard/Nightmare, and anyway there's need of items with more resistances. Also, of course for time reasons I didn't shop at all so I was just using items from end of act2 :oops:

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yayswords
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Re: fixed items

Post by yayswords » Fri Sep 12, 2014 5:01 pm

Go pick a fight with Galanna mercs, you'll see almost those numbers on the Ice Spike.
If at first try it doesn't explode, it ain't Jack who wrote the code.

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jack1974
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Re: fixed items

Post by jack1974 » Fri Sep 12, 2014 5:05 pm

Well, if Nightmare players feels is OK, I won't object then. I guess will wait and just let you guys test it and give feedback on difficulty as usual then :)

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yayswords
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Re: fixed items

Post by yayswords » Fri Sep 12, 2014 5:19 pm

Hehe, I'm not sure it's okay actually, but I know how to deal with the Galanna. We'll see about these :P
If at first try it doesn't explode, it ain't Jack who wrote the code.

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