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Play with vanilla item stats #82

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roneye opened this issue Jan 18, 2021 · 11 comments
Open

Play with vanilla item stats #82

roneye opened this issue Jan 18, 2021 · 11 comments

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@roneye
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roneye commented Jan 18, 2021

I suggest a feature with either of these possibilities:

  1. Vanilla stats but x amount(pick by player) of random stats are changed by randomization.
  2. Vanilla stats but x amount(pick by player) of stats are added of top of the item.

I believe this will make for a fun and interesting tweak. I would personally do a full holy grail on this.

Shako used as example from 1. (2 stats chosen by the user)
+2 To All Skills
+1-148 To Life (+1.5 Per Character Level) -> rolled to +17 Dexterity from Raven Frost
+1-148 To Mana (+1.5 Per Character Level)
Damage Reduced By 10%
50% Better Chance of Getting Magic Items
+2 To All Attributes -> rolled to +Regenerate Mana 20% from Manald ring

Shako used as example from 2. (1 stat chosen by the user)
+2 To All Skills
+1-148 To Life (+1.5 Per Character Level)
+1-148 To Mana (+1.5 Per Character Level)
Damage Reduced By 10%
50% Better Chance of Getting Magic Items
+2 To All Attributes
+1 To All Skills from Stone of Jordan for a total of +3 all skills on the item.

@OldBeardedCoder
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It would be interesting to do this with the Generator. There are a lot of options to this too, like for example it could be coded so that the N highest scoring properties would not get touched, and the final item would have the same score as the original item. In the above example the +1 & +2 to all skills wouldn't be allowed because those skills are in the same Group. The Generator is also able to reformulate a different range than exists on any existing item. In the case where properties are added there could be a score target set to be based on the score of the vanilla item * (1 + #new props / #vanilla props )

@roneye
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roneye commented Jan 22, 2021

@OldBeardedCoder
Exactly! Some amazing input you got there.
Even more options could be to have a pretty balanced stat pool which and roll on top of items. Kinda like how the OOC works in PoD https://pathofdiablo.com/wiki/index.php?title=Orb_of_Corruption

These possibilities in the generator would make for a more fun experience and a prolonged playability of the endgame.

@Amek206
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Amek206 commented Jan 23, 2021

Telling randomizer to ignore editing certain rows, chosen by random, should be doable. Also adding on a certain amount of random stats, for example just adding on 2 random stats to the end of a Shako should also be doable.

@Amek206
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Amek206 commented Jan 23, 2021

And the corruption system based on servers like Resurgence, Annhilius and PoD are also possible and have already been brought up in our talks before. Would take research but is for sure always in the back of my mind!

@OldBeardedCoder
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The corruption can be done, sure. It would halve the number of regular uniques (to make room for the clones that are the corrupted versions) and I'd have to write program to spit out all the cube recipes needed.

@Amek206
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Amek206 commented Jan 23, 2021

Corrupting is done like this.

You have a item you want to corrupt, you find a item that corrupts the item, you cube it items together and it has a chance to add a stat to the item or destroy it. The corrupted stats come from a pool of selected stats.

No need for any rows in unique.txt. you don't have already premade corrupted items in the txts.

This will need it's own issue if we ever decide to look into it.

@Amek206
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Amek206 commented Jan 23, 2021

But there is multiple ways to skin a cat, this is just the take 3-5 servers use for the corruption system. And this way we can keep it as its own feature and not tie it to anything else.

@Amek206
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Amek206 commented Jan 23, 2021

https://d2mods.info/forum/viewtopic.php?f=4&t=66892&p=500509&hilit=Corrupt#p500509

Small bit of corruption info for safe keeping

@OldBeardedCoder
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Hmmmmmm Could we use that trick to bypass limits on # props on runewords?

@Amek206
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Amek206 commented Jan 24, 2021

Just guessing but it might be possible to create runeword only corruptions if we can target a item being a runeword in the recipe.

@roneye
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roneye commented Jan 26, 2021

Well I kinda think the best option would be example 2, with stats from the generator. Would make for a close to vanilla experience but with more excitement before identifying an item.
Maybe with an option for AllowDupeProps.

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