Desktop Forums Blog Support Patreon
Official Steam Group | Patreon Chat
yayswords
You just want to finish Act 3 first, don't you?

http://www.northvancouver.com/wp-content/uploads/yes1.jpg



Anyway, I'm gonna give the cloth heavy magic set a go. Once we've agreed on "reasonable bonuses", we'll have a framework for the other sets. Preliminary name: Enchanter's Trappings. This is the level 12 version. Unlike weapons, the stats are compared to having 0 in each, not bonuses over the base items. Else I'd have to figure out the base items... cough. So I'll probably just define total stats for the weapons too. Anyway...



Headpiece

+1 threshold

+1 attack

+5 defense

+8 magic

+4 speed



Chestpiece

+2 threshold

+1 attack

+9 defense

+5 magic

+3 speed



Pants

+1 threshold

+0 attack

+3 defense

+5 magic

+2 speed



Shoulderpads

+1 threshold

+1 attack

+6 defense

+7 magic

+2 speed



Bracers

+1 threshold

+1 attack

+3 defense

+5 magic

+2 speed



Boots

+1 threshold

+1 attack

+4 defense

+6 magic

+3 speed



There was a lot of gut feeling here, rather than maths. Anyway, whatcha say? I think I held back too much, my casinodruid would wear one item only :P I guess they should be uninteresting compared to the those items, but I looked at Rowinda and these items feel pretty much the same as her randomized starting gear.
renke_
Else I'd have to figure out the base items

Jack, would you mind if I upload the item sheets?


There was a lot of gut feeling here, rather than maths.

imho this is the way to go, the properties of the base items may or may not helpful, but the more important part are fixed items that are (more or less) harmoniously integrated in the random generator gear.



currently not able to check (my only working act 2 save is lvl 6...) but I don't see outliers compared to my party equipment w/o mousewheeling (if I remember correctly). later today I will do a cloth set for my current party (fixed items for the first round of shopping in Dingirra)
jack1974
No go ahead, there's nothing secret in that doc, is just the "database" of the game in practice. You need openoffice to see it correctly though (I think I hid some column/field because don't use them in SOTW).
renke_
cool, thanks - I placed a link in the first post
yayswords
Somehow I find myself more excited about making items I can come up with lore for...



Necklace: Carzanna's Radiance

+2 SPR, +10 to physical resistances



Carzanna "Suntouch" was a woman of little beauty but much charisma. Her dominant nature earned her both rivals and suitors. Eventually, she gained the particular attentions of a lowly commoner, a nobleman and the Grand Mogul himself. The struggle was brief, but the end uncertain. Some bards say she and the commoner fled into the desert, others that Rafik had her placed in his harem. Yet they all agree that the lovelorn nobleman, who never saw her again, had this necklace crafted as a tribute to the queen of his heart.




Leggings: Unusually Repulsive Pants

+nothing

What Morran briefly wasn't wearing the night you were conceived.

jack1974
ROFL those pants are the ultimate twins EPIC ITEM! :lol:
yayswords
ROFL those pants are the ultimate twins EPIC ITEM! :lol:

Yeah it's a shame they can't wear them at the same time, now they're gonna have to take turns. ^^



Necklace: Lizardblood Talisman

+4 HPR, +25 water resistance

Probably more stats, maybe just more HPR, as I said I don't think HPR is as exciting as SPR. Could also have negative fire resistance if possible.



The fruits of a most uncommon joint effort between the Galanna and the Kiduu, where only 19 of the 21 craftsmen involved were assassinated during the process. The owner is advised not to wear it near lizardmen.



Necklace: Euphoria

+7 HPR

Again probably more stats in some form.



The sensation of being healed can be addictive. The closer to death, the more ecstatic the recovery. Aged warriors often covet this talisman for that reason. They do however not tend to own it for long, as giving in to the addiction means playing more and more recklessly with death. Possessing this necklace for over a month is considered a sign of great self-control.



Taking the chance to say it: If Jariel gets an epic quest weapon, it should be a harp that can be used as a bow. Right, http://www.hon-utilities.com/wp-content/uploads/2011/08/Rhapsody_0.jpg?
jack1974
A small question :mrgreen:

Someone (renke?) is going to add those items posted in forums in the .ods right? because when I told was fine if you added the new items, I meant adding them directly in a format that I can easily import in the game. Just wanted to make sure :) thanks
yayswords
Well yes, but I'm just throwing items out right now to see what people think. I will nerdify the info when it's final.



How do we add the lore text though? Because you are adding that button, right? :P
jack1974
Yes there's already the field, is "Description", currently is unused for the randomized items, but for the unique I'll read that text and display it.

Only thing to remember is that since it goes all in one line in the .ods file you must format it using escape keys. In other word, \n means carriage return:
[code]The ultimate item\n\nMorran's pants[/code]
will be displayed as:
[code]The ultimate item

Morran's pants[/code]

8)
fabulaparva
Can the items have negative HPR (or SPR)? I was thinking about those speed bracers Sir Ormond used and I thought it might be fun to have an item with considerably high speed and attack, but clear negative effect on HP (as well as Threshold and Defense). Otherwise I'mma have to figure out some other stats on certain item suggestions... with preliminary names of Gambler's Delight and Heart of Glass :P



Regarding Enchanter's Trappings, the values don't look too off. At the end of one random act 2, my Riley has level 13 leggings with +6 defense, + 4 attack +7 speed and +3 magic (Masterwork quality) and a regular level 11 shirt with +10 defense, +3 threshold and +2 speed + 37shattered. Other stats were peanuts. I'd suggest adding a bit of attack or better still, a bit of threshold bonus to some of those items (or give one of two items some stat resistance.) Then there's the question of price... I think it should be high enough so that the player can't possibly obtain a whole set of "guaranteed items" for *all* the characters...
jack1974
I never tried, but I think should work :) yes having items with big bonus but also malus could be interesting.
renke_
Jack, the random item list included only some 14000 items? we're living in the age of Big Data!!!11!



Here's the definitive* overview of item boni, for each category I used the generator for level 6 (the first fixed set, start of act 2) and Excellent as quality (third-highest one, should be a fair basis for unlimited items). Update - added price & min/max



How to use this? Open the http://datamining-fuer-anfaenger.de/foo/items/formated_itemlist.ods and add the average attributes to the base values of the requested item.



As an example: The average excellent lvl 6 Axe has the following attributes:

damage 14 + 1.06=15

speed -3 + 3.64 = 1 (more likely 0 as Jack hates rounding :P)

defense 0 + 2.64 = 3 (or 2...)

attack 0 + 3.61 = 4 (3)

magic 0 + 2.64 = 3 (2)

critical hit 2% + 1% = 3%

price 50 + 240 = 290



Average (for n=100000) weapon bonus (Excellent quality, lvl 6)

Magic 2.64 (min 1 max 8)

Speed 3.65 (min 2 max 9)

Damage 1.06 (min 1 max 5)

Critical Hit (%) 1.4 (min 0.0 max 6.0)

Attack 3.61 (min 2 max 9)

Defense 2.65 (min 1 max 8)

HPRegen 0.0 (min 0 max 0)

SPRegen 0.0 (min 0 max 0)

Price 240.91 (min 165 max 330)

Average (for n=100000) armour bonus (Excellent quality, lvl 6)

Magic 1.67 (min 0 max 7)

Speed 1.67 (min 0 max 7)

Attack 1.39 (min 0 max 7)

Defense 2.67 (min 1 max 8)

Body/Mind Resistances 13.46 (min 0 max 45)

Threshold 0.6 (min 0 max 6)

Price 154.28 (min 85 max 235)

Average (for n=100000) jewellery bonus (Excellent quality, lvl 6)

Magic 0.52 (min 0 max 5)

Speed 0.51 (min 0 max 5)

Attack 0.49 (min 0 max 5)

Defense 0.52 (min 0 max 5)

HPRegen 0.0 (min 0 max 0)

SPRegen 0.0 (min 0 max 0)

Body/Mind Resistances 9.81 (min 0 max 71)

Elemental Resistances 13.35 (min 0 max 81)

Price 214.24 (min 115 max 460)





@all: it would be easy to generate a list for our second set, but what's the correct level? 12 is probably too high - is the last shopping spree more likely for lvl 10 or 11?



*) mostly flat for multiple runs, the results are indentical within a few per mille
renke_
Someone (renke?) is going to add those items posted in forums in the .ods right?

yes, we will deliver it in C&P form ;)
renke_
I didn't invent items but, uh, organized some gold* and bought everything I want to see again.



Here's the result of my first shopping tour (will be repeated, but not today) - the party consists of the twins (ranger+druid), Vaelis and Riley (all lvl 6). My selection was biased (my party is build around speed, not defence) and not universally valid (I looked specifically for upgrades my chars could use). Some of the items are most likely too powerful for fixed equipment (like the second shield or the shoulder plates).



Wizards:

http://datamining-fuer-anfaenger.de/foo/items/m_chest1.jpg" style="max-width:100%">

rather high defence for wizard wear, could be useful



http://datamining-fuer-anfaenger.de/foo/items/m_feet1.jpg" style="max-width:100%">

another high defence item



http://datamining-fuer-anfaenger.de/foo/items/m_shoulder1.jpg" style="max-width:100%">

one piece of equipment without disadvantages



http://datamining-fuer-anfaenger.de/foo/items/m_twohand1.jpg" style="max-width:100%">

rather high damage and magic, without significant downsides



Warriors:

http://datamining-fuer-anfaenger.de/foo/items/w_arm1.jpg" style="max-width:100%">

high defence for a fast bracer



http://datamining-fuer-anfaenger.de/foo/items/w_arm2.jpg" style="max-width:100%">

allrounder without downsides



http://datamining-fuer-anfaenger.de/foo/items/w_chest1.jpg" style="max-width:100%">

doesn't slow down with fair defence



http://datamining-fuer-anfaenger.de/foo/items/w_chest2.jpg" style="max-width:100%">

no downsides, for warriors not willing to live in a tin can



http://datamining-fuer-anfaenger.de/foo/items/w_feet1.jpg" style="max-width:100%">

fair attack and magic bonus



http://datamining-fuer-anfaenger.de/foo/items/w_head1.jpg" style="max-width:100%">

boring average, but often an upgrade after act 1



http://datamining-fuer-anfaenger.de/foo/items/w_head2.jpg" style="max-width:100%">

all important attributes are pushed (the price is a lie -> Zazir :))



http://datamining-fuer-anfaenger.de/foo/items/w_leg1.jpg" style="max-width:100%">

another very solid allrounder



http://datamining-fuer-anfaenger.de/foo/items/w_leg2.jpg" style="max-width:100%">

high defence, small speed penalty



http://datamining-fuer-anfaenger.de/foo/items/w_onehand1.jpg" style="max-width:100%">

fair damage, only bonuses



http://datamining-fuer-anfaenger.de/foo/items/w_onehand2.jpg" style="max-width:100%">

fair damage, no downsides



http://datamining-fuer-anfaenger.de/foo/items/w_ranged1.jpg" style="max-width:100%">

high damage for a small crossbow, great push for magic and defence



http://datamining-fuer-anfaenger.de/foo/items/w_shield1.jpg" style="max-width:100%">

http://datamining-fuer-anfaenger.de/foo/items/w_shield2.jpg" style="max-width:100%">

two shields without major problems



http://datamining-fuer-anfaenger.de/foo/items/w_shoulder1.jpg" style="max-width:100%">

gives defence without slowing down



http://datamining-fuer-anfaenger.de/foo/items/w_shoulder2.jpg" style="max-width:100%">

an example for a solid low-cost shoulder piece



http://datamining-fuer-anfaenger.de/foo/items/w_twohand1.jpg" style="max-width:100%">

damage with very fine bonuses



http://datamining-fuer-anfaenger.de/foo/items/w_twohand2.jpg" style="max-width:100%">

fast damage dealer :)



*) The layout is horrible unflexible, a mere http://datamining-fuer-anfaenger.de/foo/items/broken_layout.jpg breaks everything :P
yayswords
Regarding Enchanter's Trappings, the values don't look too off. At the end of one random act 2, my Riley has level 13 leggings with +6 defense, + 4 attack +7 speed and +3 magic (Masterwork quality) and a regular level 11 shirt with +10 defense, +3 threshold and +2 speed + 37shattered.

Yeah well I compared it to Rowinda's default items and it seemed like sidegrades. That is a terrible chestpiece. We're supposed to make some good items because the average items suck. In that sense, I think comparing them to my casino prizes makes a lot of sense, though they should of course be a little worse.


Then there's the question of price... I think it should be high enough so that the player can't possibly obtain a whole set of "guaranteed items" for *all* the characters...

As I see it, the point is to create a guaranteed minimum quality of gear, so it definitely needs to be affordable.


@all: it would be easy to generate a list for our second set, but what's the correct level? 12 is probably too high - is the last shopping spree more likely for lvl 10 or 11?

Define last shopping spree. If you visit the shops on day 1, they will restock on family slave quest day. But that is a long day with not only the family quest but also the bathhouse and Rowinda dragging you off, so a lot of levels to be had. There actually isn't much left of the act after this though, they just allow you to shop one last time before the Liberty Challenges. No xp to be had from that lap around Dingirra unless you kill the respawned mercs.
renke_
I'm looking for the (lowest possible?) level for the last shopping trip - and restocking shouldn't be a problem because I want to have *all* fixed items available from the beginning (so the players can directly see a good (not overpowered) upgrade path).



Say we define 2 sets (lvl 6 and lvl 10?11?), and all fixed items (don't know, about 20 weapons and 40 armour pieces?) are available only at Zazir's (no price roulette anymore, but "Affordable Quality For Every Murderer").
yayswords
The Zazir's part is a good idea at least. He hasn't worked out well for me with the random prices. He's just another store for me :) I casino something good and buy it.



My party with nearly 40 SPR finished the act with 13k gold.
yayswords
I'd suggest adding a bit of attack

This is a good point. I noticed my items generally had much more attack than I gave that set. The question is, do we need that much attack on our mages? We might be accustomed to it, but that's merely a consequence of letting armor have +attack. I can only recall missing with a spell once (against the super-defense gargoyles), and I can only recall enemies missing me with a spell once. Certainly not to say I've been paying keen attention to every spell since the first beta build though, especially not enemy spells that just fast forward by.



Oh and I think the spell miss mechanic is an undesirable combat element in the first place.



As for resistances sure, I just didn't wanna use any brainpower deciding on them.
renke_
dodged bolts are not exactly common but I see them regularly, but your observation is probably very different to mine because of the general quality difference of our gear.



resistances can be added liberally - all the better if they make sense (a fire sword with poison resistance is sooo wrong ^^)