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Re: fixed items
Posted: Mon Aug 11, 2014 3:14 pm
by renke_
I would concentrate on Act 2, say level 6 to level 12 (I reached in my plays higher levels only after leaving town). If we create 3 sets for every class (lvl 6, 9, 12) we have some nice upgrade steps.
Item lvl has no fixed relation to distributed points, probably the best would be some kind of flow diagram.
Re: fixed items
Posted: Mon Aug 11, 2014 3:27 pm
by yayswords
I'm thinking of the following set themes - and remember you're free to mix items between sets if you don't want a full "hardcore +attack" set or whatever. Haven't paid resistances any mind here though.
Plate
1) Bonus defense and threshold and a little bonus magic. Tanky set.
2) Mostly bonus attack. Semi-tank semi-DPS set.
Mail
1) Mostly bonus attack. Think of it as the "Chalassa front row" set or for any plate wearer who doesn't want the speed penalty.
2) Mostly bonus defense. For the really tanky Chalassa.
Leather
1) Mostly bonus attack. For a back row Chalassa or a frontliner with a deathwish.
2) Mostly bonus speed. For people who want insane speed or just to mix and match with the other sets.
Cloth
1) Mostly bonus magic.
2) Mostly bonus speed.
Re: fixed items
Posted: Mon Aug 11, 2014 3:43 pm
by jack1974
I think would probably also better to remove HP/SP regen completely for random items. This way the unique WILL be more powerful in any case?
Re: fixed items
Posted: Mon Aug 11, 2014 3:57 pm
by renke_
yayswords wrote:Haven't paid resistances any mind here though.
We're not able to fill every niche (or - if we try it - we manually create 4178564387234 items :)). The items here are meant as generic static equipment, so every party can reach a certain level of quality.
We have two ways to deal with the resistances on armour thingy: Define only the base values (i.e. item level 1) and let Jack's generator do the rest (I don't believe this is a solution, currently we have 60 or so base items with unpredictable RNG changes, it wouldn't be better with 150 base items) or "our" equipment remains plain: It concentrates on 2 or so properties and everything else is unset.
The jewelry set could include plain resistance items, though. Rings with +10 (or whatever) for body/mind conditions and elemental damage, respectively. I don't want the fixed items as uber-equipment, only as reliable guaranteed offer.
Re: fixed items
Posted: Mon Aug 11, 2014 4:01 pm
by yayswords
I think would probably also better to remove HP/SP regen completely for random items. This way the unique WILL be more powerful in any case?
As long as we have some fixed regen items I'm cool with removing them as casino rewards.
I don't want the fixed items as uber-equipment, only as reliable guaranteed offer.
Agreed. With these fixed sets and some fixed regen items, I might try a playthrough without playing casino in act 2. I will still reroll spawns and I will do casino in act 1 (though that is a very small effort compared to what I do in act 2).
Re: fixed items
Posted: Mon Aug 11, 2014 5:15 pm
by jack1974
I've edited the first post adding a link to a zipped txt file containing a TON of items randomly generated for levels 6 to 30 (with step of 3 levels otherwise would end up being 1Gb lol). Hopefully will be useful somehow to create your items.
If you send me the items formatted properly I can change them in the game anytime (sent to renke the openoffice doc I use to defined them myself). So if there are small mistakes can be fixed, not a big problem.
Re: fixed items
Posted: Mon Aug 11, 2014 5:15 pm
by renke_
hmm, I wanted to start "my" set for the begin of Act 2 but all my available end-of-act-1 saves die screaming and full of panic... okay, "New Game" :)
Re: fixed items
Posted: Mon Aug 11, 2014 9:49 pm
by yayswords
Yeah that is a ton of items.
Hmm, are you really only level 12 by the time you fight Yeldin, renke? Or did I misread? I thought 14 was the target level for Shacklesplit anyway. What level do you mortals finish the act as?
'cause I have to say, as someone whose Great Calling in life is to get more and more characters to level 17 come the end of act 2, the prospect of the best set being level 12 doesn't sound too sexy. But checking the level 12 items, I'd still say those are pretty attractive stats in the cases where it's a useful affix.
I am however a little concerned about shop restocking mechanics. Shops will only reset their inventory once in act 2. Would you have to make sure to leave your post-restock visit until the party is level 12?
Update on that: If you visit a store the first day, it will typically restock on your "family slave" day. With that in mind, the lower level set could be for sale until that day. I'm not convinced we need several tiers of the sets though.
Also, we need to think of the vendor's inventory space. We can't cram all these sets on the current vendors unless we keep them small (or make the vendors generate fewer random items). A set vendor could be a simple solution.
Re: fixed items
Posted: Tue Aug 12, 2014 8:04 am
by renke_
lvl 12 was a guesstimate :) As my end of act 1&2 saves are broken I'm at the moment not able to say more definitive levels.
but about regen items - you said your party has 25 SPR, I think this should be the upper limit for unrestricted items (so 3/member). I don't see many ways to enforce such a limit, the only way I see is to restrict regen for fixed items to the necklace. Say a lvl 6 necklace with +1HP/+1SP and a lvl 10 one with +2/+2 - lower than your randomzed set (SotW is the archetype for Invested Time To Win games ^^) but a compromise between utility and the rareness of regen wear.
yayswords wrote:Also, we need to think of the vendor's inventory space.
We need filters for vendors - like "exclude unequipable items" or "mask items above lvl 8".
Re: fixed items
Posted: Tue Aug 12, 2014 8:20 am
by yayswords
It's more like 40 actually. Also note that there is only 3 HPR in there, and that just happened to come along (1 is from the earrings). I'm not a fan of these x/x items you suggest. Can't we split the regen? I would rather have 3 SPR than 2 of each.
Also not sure how that became 3/member, I don't really consider Rowinda/Jariel party members in act 2
