Desktop Forums Blog Support Patreon
Official Steam Group | Patreon Chat
jack1974
It can be changed but why you call it "mistake"?
renke_
Sunblock Hat gains 1 magic and some resistance points for 5 item levels? fixplz!

I'm not sure this is a bug in need of a fix - many armour pieces are only a few points better in the lvl 11 variant. I rarely upgrade from lvl 6 stuff to the better fixed items because the bonus is too small; but the difference (both value and attributes) between the 2 layers feels right.
yayswords
It can be changed but why you call it "mistake"?

The mistake was mine thinking thieves couldn't wear it, so I bought full leather set for Jariel without thinking. But I think that set has more speed than the cloth set anyway so it probably was the right decision.
yayswords
I'm not sure this is a bug in need of a fix - many armour pieces are only a few points better in the lvl 11 variant. I rarely upgrade from lvl 6 stuff to the better fixed items because the bonus is too small; but the difference (both value and attributes) between the 2 layers feels right.

Does this tiny stat increase really rhyme with your randomly generated items? It doesn't feel right to me o.o



Especially considering we go from fine to masterwork. Although I'm not sure those flags are correct.
renke_
the quality defines are just lables without a solid connection to the predefined attributes of the items. For the small difference itself: Both items are well within the range of the generator and can both stand in the line compared to generator-ware: The lvl 6 fine hat is a very good lvl 6 fine hat, the lvl 11 masterwork hat is still a top percentiler.



Upgrading from the lvl 6 to lvl 11 hat is not that exciting but I don't see a reason why all fixed item layers must have great bonux increases - they are meant as guaranteed fall-back option, not as the only equipment to use because everything else sucks.
jack1974
I agree with renke :)
fabulaparva
Originally the writer just made an item for each Class based on my indications (Hunter had a Bow only), then when got to code this thought to offer a bit of more variety.

o.O I must have missed this yesterday. Does it mean that some of the items already have dialogue/text that describes them? If so, then won't the descriptions we/I have made for the same items clash?



Another question, since I've lost the consensus...was Slith supposed to get some regen, SPR or HPR? I know it was talked about, but currently both are 0.





When it comes to that hat, I tinkered with the original figures that renke provided. Level 11 hat had originally +1 in defense and +1 in attack compared to the level 6 version, but they both had the same magic value. According to the hat's made-up lore, I wanted the better version to increase in burning resistance and in magic, and I thought it would easily turn into something "too good" if would just boost stuff and not take anything away. Hence the defense and attack values are now the same (and since no one else wanted to directly edit those numbers after I effed them up :P).
jack1974
No no, the original writer only wrote some short indications (at the time he wrote I didn't even know what system I would use, and randomized item wasn't even coded!). Like: Druid gets a staff, Ranger gets a two handed sword, etc. It is also outdated already. So no worries :)
yayswords
Both items are well within the range of the generator and can both stand in the line compared to generator-ware: The lvl 6 fine hat is a very good lvl 6 fine hat, the lvl 11 masterwork hat is still a top percentiler.

Sounds like a pretty shoddy system if +5 item levels and +1 quality tier giving only +1 magic is perfectly normal. To numberize it even more: +83.3% item level, +1 tier, for a 5.5% increase in non-resistance stats.



Obviously though it doesn't necessarily mean the level 11 hat needs to be buffed; maybe the level 6 hat is too strong?



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?



I'm comparing 11 to 6 for the other cloth items and the feeling is consistent - the stat difference is not worthy of both 5 item levels and the masterwork tag. I think they should all be fine quality. Or maybe all the level 6 items should be masterwork, probably more correct.
fabulaparva
Twist based on yayswords' suggestion for Bleeding Heart-dagger is now in the description (spoiler). If anyone is up for composing that "lovestory leads to Greek Tragedy"-description, they are more than welcomed to. :D


A true hunter kills only out of necessity. Legend tells that as long as no evil guides your hand, this dagger shall strike fatally true. Yet, you feel puzzled upon finding the words 'Sweet vengeance' engraved on the handle.



Current .ods-version of da whole thing can be directly downloaded from:

https://www.sendspace.com/file/q6or0x

(and while the site may have coooookies, the file itself includes NO half-porn doodles) =P
renke_
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.



About the hat: Just change the sheet if you think I'm wrong ^^





(and while the site may have coooookies, the file itself includes NO half-porn doodles) =P


cookies without doodles? nah, I don't bite

yayswords
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.
fabulaparva
^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.
jack1974
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:
yayswords
Go pick a fight with Galanna mercs, you'll see almost those numbers on the Ice Spike.
jack1974
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 :)
yayswords
Hehe, I'm not sure it's okay actually, but I know how to deal with the Galanna. We'll see about these :P