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Re: fixed items

Posted: Sun Aug 17, 2014 12:58 pm
by yayswords
It's no secret my parties are the most awesome, but if we're planning on making SPR much more scarce, then this one (my last to complete act 2) is gonna be godlike with its 40 SPR. And that's the only save that isn't broken (but it was still made before the breakpatch, so it might break later). I guess I can fit in the time to play act 3, but I'm not sure my difficulty feedback will be very useful unless I go out of my way to replace those SPR items. And I don't have the time to replay the first two acts for a "fairer" party :)

Re: fixed items

Posted: Sun Aug 17, 2014 1:17 pm
by renke_
some items for Jack's master list - weapons and armour are based on masterwork quality, with some tweaks (actual item level is +1 (so lvl 7 or lvl 12), and doubled the damage bonus as the average is too low). As I still think regen gear should be not randomized I added also 2 types of HPRegen rings (+1 HPR for lvl 6, +2 HPR for lvl 11) and SPR necklaces (+2 SPR/6, +4 SPR/11).

The new items are prefixed with Z6 (Zazir's stuff for lvl 6) and Z11.

Thoughts?

Re: fixed items

Posted: Sun Aug 17, 2014 2:24 pm
by jack1974
Seems OK to me, how did you calculate the prices ?

Re: fixed items

Posted: Sun Aug 17, 2014 2:31 pm
by renke_
armour + weapon: the average premium after feeding your generator with "make me 100000 items of a given level and quality", jewelry: feels more or less fair :)

Re: fixed items

Posted: Sun Aug 17, 2014 2:40 pm
by yayswords
Cloth looks "okay". 4 SPR necklace (with all that other candy too) does not rhyme well with making SPR scarce... I guess if there's just one of them maybe. Oh and 800g is like half the price that item would have if it was randomly created. Actually, did you even add that one? :P

Weapons look awful. Finding a 12 damage quarterstaff is easy, and you could get 10 in act 1. I've seen as much as 16 (around this itemlevel too). 13 shouldn't be such an unreasonable request. Same with the 22 sword, I could find a better hammer in act 1 with some effort, and I could casino a 30+ hammer at the start of act 2 easily. If you want I can explain the merits of raw damage vs. stats.

I don't have a sixth sense for non-cloth armor quality so can't comment much on it.

P.S. Jack, what's the Memory of Lianara? ;)

Re: fixed items

Posted: Sun Aug 17, 2014 2:52 pm
by jack1974
Lianara is involved in Jariel's personal quest :)

Re: fixed items

Posted: Sun Aug 17, 2014 3:00 pm
by fabulaparva
Nice job, renke_! :)
All in all, it's looking good. Still, nitpicker as I am, I have some suggestions. :P

1) What is the reasoning that only hats give +6 to magic? Everything else seem to give +3. Not saying that this needs to be definitely changed, just wondering. I thought that maybe the clothing armour in general would be higher in magic than, say chain.

2) I would remove speed bonus from chain boots, pad, gauntlets. Speed 0 would actually be pretty darn good, as most of masterwork chainmail boots I've seen - even when dubbed as quick- will have -2 in speed.

3) I can't comment on the staff dmg, but I'll agree with yayswords that the swords could have more. Finding *that* much better swords haven't been as easy for me, but maybe +3 more dmg to 2H and +2 more dmg to axes? I guess magic points could be taken away to compensate if they'll start looking too powerful.

4) That level 11 necklace is too powerful, imho, Either the price should be tripled or the like OR drop the SPR to 3 + double the price OR let SPR be and drop the defense and attack to 0.

EDIT: Sorry, meant +3dmg to 2H swords, +2dmg to axes and +1-2dmg to 1Hswords :P

Re: fixed items

Posted: Sun Aug 17, 2014 3:08 pm
by yayswords
Yeah the 4 SPR necklace really stands out actually. The cloth armor is like "well okay if I can get all that at once then sure", the weapons are like OMG REROLL PLZ but that necklace is like STOP THE SLOT MACHINES POSTHASTE!!!!!!!!!!!

Yes I use vivid language.

Re: fixed items

Posted: Sun Aug 17, 2014 3:13 pm
by renke_
yayswords wrote:Cloth looks "okay". 4 SPR necklace (with all that other candy too) does not rhyme well with making SPR scarce... I guess if there's just one of them maybe. Oh and 800g is like half the price that item would have if it was randomly created. Actually, did you even add that one? :P
you're the one claiming 40 SPR is a typical amount at the end of act 2 :P about the price: As I never saw (with one exception) regen stuff at all I have no idea about a fair price.
yayswords wrote:]Weapons look awful. Finding a 12 damage quarterstaff is easy, and you could get 10 in act 1.
yes, I noticed this, too - but those are already the doubled average values of the generator function (even lvl 30 rare stuff has only an avg damage bonus of 6, the typical axe would be dmg 20). Would +2 dmg for level 6 and +4 dmg for level 11 a more adequate damage? for +50 / +80 gold or so?

@ fabulaparva
ad 1: I calculated the average bonus for the 3 categories (armour, weapon, jewelry) and added this value to the base attributes of the items - the generic hat comes with built-in 3 magic, all other armour pieces with 0.
ad 2: same justification as above: base item + average bonus. lvl 7 masterwork: speed avg 3.19, min 0, max 12
ad 3: see my reply to yayswords :)
ad 4: I have no fucking clue about regen stuff and tried to do something about "totally impossible to get w/o mousewheeling" vs. yaysword's "party-wide 40 SPR is the base value, noob". (personally I would remove regen completely and only give a few points for unique items)

=> the attributes of the Zx items are so uniform and bland as they are based on average values, and therfor mostly a least common denominator. Manual changes are possible (even desired?), but to be honest: I'm not that much interested to sink even more time in fixed unlimited stuff ;)

Re: fixed items

Posted: Sun Aug 17, 2014 3:27 pm
by yayswords
you're the one claiming 40 SPR is a typical amount at the end of act 2 :P about the price: As I never saw (with one exception) regen stuff at all I have no idea about a fair price.
I have the gold to buy 40 SPR and still drown in spare change if that's what you mean (my 40 SPR party has 13k gold if I sell all their random loot). But I thought that in the mana thread we decided to lower SPR overall, notably with your suggested change to Vigorous Sonata.

For reference, 5 SPR (or HPR, but I don't think it's worth that much) ~ 1500g is a good guideline. Not that we need to adhere to that if there's only gonna be handmade regen gear anyway though. Not sure how much gold you mortals carry around...
but those are already the doubled average values of the generator function
That probably says more about what kind of junk is generated on average than about the quality of these weapons lol. I'm fairly sure the first hammer I see in act 2 will be better than that sword.
Would +2 dmg for level 6 and +4 dmg for level 11 a more adequate damage? for +50 / +80 gold or so?
I'm quite unconcerned about the price (if you made a 16 damage staff I would gladly pay 1k for it). I'm just pushing for stats that are not at all the best I've ever seen but good enough that Jack could disable roulette without me saying goodbye to the game. For reference, as far as weapons go, those numbers are: 30 2h, 20 1h, 13 staff, 24 bow.

And lastly, though repeating myself:
ad 2: same justification as above: base item + average bonus.
The whole reason I made the roulette thread is that the average bonus is crap. The average bonus is even a resistance and not a stat. So don't flail that around :P

But good job getting the ball rolling :)