It became 3/member because I thought your total amount was valid for end of act 2. And no one will hinder you to define +SP exclusive items, but I want to ban SPR stacking (like +1 for every slot) - imho the most useful method is restricting regen to the necklace slot.
PS the restriction is only valid for the fixed unlimited items, not for other unique stuff. see also my proposal to add small regen (sum=act no.) to every unique item (when possible).
fixed items
- jack1974
- Pack leader
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- Joined: Thu Jun 16, 2005 4:43 pm
Re: fixed items
If HP/SP items are only the unique ones, I think should be possible to limit the HP/SP without need to make big changes.
I mean it would be enough to have: level 12 sword 1 HPRegen, level 15 2 HPRegen, level 18 3 HPRegen and so on. Since the items are only weapons+jewelry, even counting dual wield and ranged, would be 3 + 3 items. At level 27 they have 6, would be 6 x 6 = 36 potential HP/SP Regen.
But I don't think we should put too much regen even in the unique items ?
I mean it would be enough to have: level 12 sword 1 HPRegen, level 15 2 HPRegen, level 18 3 HPRegen and so on. Since the items are only weapons+jewelry, even counting dual wield and ranged, would be 3 + 3 items. At level 27 they have 6, would be 6 x 6 = 36 potential HP/SP Regen.
But I don't think we should put too much regen even in the unique items ?
- yayswords
- Elder Druid
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- Joined: Sat Jan 25, 2014 5:34 am
Re: fixed items
Hehe, in your world +1 in every slot is stacking, in my world it's stupidity :D
But yes I think it makes sense to limit it to necklaces. A particularly bizarre part of my SPR stacking is getting regen bows for my ranger and Vaelis. That's items I can probably keep forever, since they hardly need to keep their ranged damage "up to date". Similarly Chalassa could have SPR melee weapons if she stays in the back row. I digress.
I'm wondering what you (and everyone else) thinks of having "quite the selection" of these necklaces. Casino-wise you can get as much as 6 SPR on any regen item in act 2, but like I've said, that is expensive (still not expensive enough for me obviously
). What if we had a range of 1 through 4 (or even 5) SPR necklaces available? And you had to weigh spending extra gold against coping with less regen.
To avoid spam, the necklaces could appear in shops like this:
Neutral district market: The weakest items of both types (SPR and HPR)
Mage shop: Medium SPR
Warrior shop: Medium HPR
Thief shop: Medium HPR/SPR mix
Galanna shop: The best items
I guess that's a problem with me and not the game perhaps...
But yes I think it makes sense to limit it to necklaces. A particularly bizarre part of my SPR stacking is getting regen bows for my ranger and Vaelis. That's items I can probably keep forever, since they hardly need to keep their ranged damage "up to date". Similarly Chalassa could have SPR melee weapons if she stays in the back row. I digress.
I'm wondering what you (and everyone else) thinks of having "quite the selection" of these necklaces. Casino-wise you can get as much as 6 SPR on any regen item in act 2, but like I've said, that is expensive (still not expensive enough for me obviously
To avoid spam, the necklaces could appear in shops like this:
Neutral district market: The weakest items of both types (SPR and HPR)
Mage shop: Medium SPR
Warrior shop: Medium HPR
Thief shop: Medium HPR/SPR mix
Galanna shop: The best items
I'm not a fan of regen on weapons. Partly because of my "ranger bow story" above, and partly because I want to use them for damage, and it's annoying when a damage upgrade costs me regenI mean it would be enough to have: level 12 sword 1 HPRegen, level 15 2 HPRegen, level 18 3 HPRegen and so on.
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
- Pack leader
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- Joined: Thu Jun 16, 2005 4:43 pm
Re: fixed items
My main concern is for the layout when you examine the items. Removing HP/SP on weapons is not a problem, I just eliminate the bottom row. For the rings becomes a bit more troublesome since the rows are of 3 columns: if I remove two items, it wouldn't be aligned anymore
An option could be to remove another bonus stat for the jewelry, like attack/defense/speed (magic don't think).
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renke_
- Elder Druid
- Posts: 580
- Joined: Sat Feb 22, 2014 1:26 pm
Re: fixed items
not _only_ unique items, I'm thinking more along the lines that also the fixed unlimited items (we're trying to define here^^) should give regen - to ensure some mana regen (more important than HPR) is available for all party members at the end of act 2. Though the necklace slot is probably not that good, already blocked by two of the other cool uniques in act 2 (earrings and Riley's necklace). I convinced myself to propose the head slot for fixed regen wear :D (and we have to convonce Jack to add regen to armour ^^)
- yayswords
- Elder Druid
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- Joined: Sat Jan 25, 2014 5:34 am
Re: fixed items
It's already easier to get high magic than high attack (though the +attack on armor has helped), at least in absolute numbers. Obviously they don't compete against the same defenses. I think we could remove defense from rings. They are already quite defensive items - magic reduces spell damage, resistances are... well even if I don't always like them, they are certainly a defensive stat, and they appear left right and center on jewelry.An option could be to remove another bonus stat for the jewelry, like attack/defense/speed (magic don't think).
I always put the earrings on Krimm. I did that before I even realized how little SPR she needs if she uses Rage. Furthermore, Riley's necklace has some SPR anyway.Though the necklace slot is probably not that good, already blocked by two of the other cool uniques in act 2 (earrings and Riley's necklace)
If at first try it doesn't explode, it ain't Jack who wrote the code.
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renke_
- Elder Druid
- Posts: 580
- Joined: Sat Feb 22, 2014 1:26 pm
Re: fixed items
I'm not sure why we are discussing the removal of item attributes?
To outline my idea (it seems I wasn't clear enough :))
- regen is removed for all generator items
- all unique items (including armour pieces) should give a small amount of regen (regardless of the slot, normal rules don't apply - after all, they are unique)
- one slot (to be defined) is used as regen bearer for the static items (the "reliable guaranteed offer" I mentioned above)
If this works out we have a base level for equipment (this or that amount of typical regen, a quasi-static lower limit for other item boni [as set by the fixed equipment]) - mousewheeling is still possible, and as yayswords will be unhappy with the fixed +8 speed staff he can pray to the RNG God until he find the requested +12 speed staff (w/o regen) :)
To outline my idea (it seems I wasn't clear enough :))
- regen is removed for all generator items
- all unique items (including armour pieces) should give a small amount of regen (regardless of the slot, normal rules don't apply - after all, they are unique)
- one slot (to be defined) is used as regen bearer for the static items (the "reliable guaranteed offer" I mentioned above)
If this works out we have a base level for equipment (this or that amount of typical regen, a quasi-static lower limit for other item boni [as set by the fixed equipment]) - mousewheeling is still possible, and as yayswords will be unhappy with the fixed +8 speed staff he can pray to the RNG God until he find the requested +12 speed staff (w/o regen) :)
- yayswords
- Elder Druid
- Posts: 1436
- Joined: Sat Jan 25, 2014 5:34 am
Re: fixed items
Because if rings no longer can have regen, having them list their regen stats becomes misleading. But it'd be removing 2 cells when each row has 3, so for layout, another stat would have to go.renke_ wrote:I'm not sure why we are discussing the removal of item attributes?
You never learn, padawan. Weapons are for damage. I was going to show you the damage difference on spells with 12 damage staff vs. 16 but old saves have broken left and right :Dand as yayswords will be unhappy with the fixed +8 speed staff he can pray to the RNG God until he find the requested +12 speed staff (w/o regen)
If at first try it doesn't explode, it ain't Jack who wrote the code.
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renke_
- Elder Druid
- Posts: 580
- Joined: Sat Feb 22, 2014 1:26 pm
Re: fixed items
- there could be a unique item with regen (Rowinda's Skull Ring [probably untrue, but fitting])yayswords wrote:Because if rings no longer can have regen, having them list their regen stats becomes misleading. But it'd be removing 2 cells when each row has 3, so for layout, another stat would have to go.
- it it not unrealistic that the fixed item team (do we get paid? ;)) will have to relax the rules later on and defines regen rings for act 4
ignorance is bliss :Pyayswords wrote:You never learn, padawan.
- jack1974
- Pack leader
- Posts: 15095
- Joined: Thu Jun 16, 2005 4:43 pm
Re: fixed items
Not going to add regen to armors or do any other big changes now. Removing existing stats = OK. Adding new stats or other big changes (for the game) nope sorry. Remember, game out before 2020, etc 
Besides you can still use potions, you don't really need SPRegen item as source of SP regen (there are also plenty of skills for that).
Besides you can still use potions, you don't really need SPRegen item as source of SP regen (there are also plenty of skills for that).
