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...
fixed items
- fabulaparva
- Elder Druid
- Posts: 761
- Joined: Sun May 04, 2014 9:58 pm
Re: fixed items
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 
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...
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...
#voteForVaelisPinUp
- jack1974
- Pack leader
- Posts: 15095
- Joined: Thu Jun 16, 2005 4:43 pm
Re: fixed items
I never tried, but I think should work
yes having items with big bonus but also malus could be interesting.
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renke_
- Elder Druid
- Posts: 580
- Joined: Sat Feb 22, 2014 1:26 pm
Re: fixed items
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 master list 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
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 master list 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
Last edited by renke_ on Wed Aug 13, 2014 10:24 pm, edited 2 times in total.
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renke_
- Elder Druid
- Posts: 580
- Joined: Sat Feb 22, 2014 1:26 pm
Re: fixed items
yes, we will deliver it in C&P form ;)jack1974 wrote:Someone (renke?) is going to add those items posted in forums in the .ods right?
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renke_
- Elder Druid
- Posts: 580
- Joined: Sat Feb 22, 2014 1:26 pm
Re: fixed items
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:

rather high defence for wizard wear, could be useful

another high defence item

one piece of equipment without disadvantages

rather high damage and magic, without significant downsides
Warriors:

high defence for a fast bracer

allrounder without downsides

doesn't slow down with fair defence

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

fair attack and magic bonus

boring average, but often an upgrade after act 1

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

another very solid allrounder

high defence, small speed penalty

fair damage, only bonuses

fair damage, no downsides

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


two shields without major problems

gives defence without slowing down

an example for a solid low-cost shoulder piece

damage with very fine bonuses

fast damage dealer :)
*) The layout is horrible unflexible, a mere 10 million gold breaks everything :P
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:

rather high defence for wizard wear, could be useful

another high defence item

one piece of equipment without disadvantages

rather high damage and magic, without significant downsides
Warriors:

high defence for a fast bracer

allrounder without downsides

doesn't slow down with fair defence

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

fair attack and magic bonus

boring average, but often an upgrade after act 1

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

another very solid allrounder

high defence, small speed penalty

fair damage, only bonuses

fair damage, no downsides

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


two shields without major problems

gives defence without slowing down

an example for a solid low-cost shoulder piece

damage with very fine bonuses

fast damage dealer :)
*) The layout is horrible unflexible, a mere 10 million gold breaks everything :P
- yayswords
- Elder Druid
- Posts: 1436
- Joined: Sat Jan 25, 2014 5:34 am
Re: fixed items
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.fabulaparva wrote: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.
As I see it, the point is to create a guaranteed minimum quality of gear, so it definitely needs to be affordable.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...
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.@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?
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 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").
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
- Elder Druid
- Posts: 1436
- Joined: Sat Jan 25, 2014 5:34 am
Re: fixed items
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.
My party with nearly 40 SPR finished the act with 13k gold.
If at first try it doesn't explode, it ain't Jack who wrote the code.
- yayswords
- Elder Druid
- Posts: 1436
- Joined: Sat Jan 25, 2014 5:34 am
Re: fixed items
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.I'd suggest adding a bit of attack
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.
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
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 ^^)
resistances can be added liberally - all the better if they make sense (a fire sword with poison resistance is sooo wrong ^^)
