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Re: fixed items

Posted: Wed Aug 13, 2014 5:16 pm
by 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...

Re: fixed items

Posted: Wed Aug 13, 2014 5:26 pm
by jack1974
I never tried, but I think should work :) yes having items with big bonus but also malus could be interesting.

Re: fixed items

Posted: Wed Aug 13, 2014 5:49 pm
by 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 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

Re: fixed items

Posted: Wed Aug 13, 2014 5:55 pm
by renke_
jack1974 wrote:Someone (renke?) is going to add those items posted in forums in the .ods right?
yes, we will deliver it in C&P form ;)

Re: fixed items

Posted: Wed Aug 13, 2014 9:21 pm
by 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:
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rather high defence for wizard wear, could be useful

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another high defence item

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one piece of equipment without disadvantages

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rather high damage and magic, without significant downsides

Warriors:
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high defence for a fast bracer

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allrounder without downsides

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doesn't slow down with fair defence

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

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fair attack and magic bonus

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boring average, but often an upgrade after act 1

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

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another very solid allrounder

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high defence, small speed penalty

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fair damage, only bonuses

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fair damage, no downsides

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

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two shields without major problems

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gives defence without slowing down

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an example for a solid low-cost shoulder piece

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damage with very fine bonuses

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fast damage dealer :)

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

Re: fixed items

Posted: Thu Aug 14, 2014 12:30 am
by yayswords
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.
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.

Re: fixed items

Posted: Thu Aug 14, 2014 7:37 am
by 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").

Re: fixed items

Posted: Thu Aug 14, 2014 7:46 am
by 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.

Re: fixed items

Posted: Thu Aug 14, 2014 9:39 am
by 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.

Re: fixed items

Posted: Thu Aug 14, 2014 9:47 am
by 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 ^^)