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Equalizing essence/attribute allocation.

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    Equalizing essence/attribute allocation.

    I accumulate Water and Earth essence more than others. 3 times for Water and 2 times for Earth. I know that Extra Gold, Life Regen, and Deflect Rating increased after the 1.4.0. but 4 of the Attributes is associated with Water and Earth essence and only 2 in Shadow.

    Water (4)
    Life Regen
    Life on Hit
    Deflect Rating
    Dodge Rating

    Earth (4)
    Vitality
    Armor
    Block Rating
    Extra Gold

    Shadow (2)
    Power
    Ability Rate

    Wind (3)
    Critical Rating
    Haste
    Movement Speed

    Fire (3)
    Critical Damage
    Experience
    Parry Rating

    I suggest moving one of the associated stats to Shadow?
    Last edited by Radz; 06-06-2019, 05:14 AM.

    #2
    +1

    Comment


      #3
      Originally posted by Radz View Post
      I suggest moving one of the associated stats to Power?
      You mean "moving one of the associated stats to Shadow" I guess

      Comment


        #4
        Originally posted by ShotDead View Post
        You mean "moving one of the associated stats to Shadow" I guess
        Yep thanks, I edited it

        Comment


          #5
          ...fire is too valuable, water is currently useless...

          should also consider switching xp and ar, just a thought... fire would then be cd, ar, and pr... and shadow could be life regen. and xp...

          and +1 as well
          TEHA ZONU WEFO 4599
          Makina "The Corpse Princess" - stalker bh
          Sabre - dw warrior
          Shadowiiix - arcanist mage

          Comment


            #6
            The essences should represent some common attributes: Water (Life), Earth (Defense), Shadow (Magic), Air (Speed), Fire (Damage).

            If we use the logic above, then:
            - Vitality should belong to Water (Life, because Vitality means more life, more hit points)
            - Deflect rating moved to Earth (Defense, deflection used to be a part of Armor)
            - Dodge rating moved to Air (Speed, Dexterity)

            Note that only certain types of gears can have Block Rating, Parry Rating (weapons) and Movements Speed (boots/pants), so the drop rates of these attributes are lower. If drop rates of other attributes are 1.0, then Block Rating, Parry Raring and Movement Speed have drop rate 0.x.

            After the change proposed above:

            Water: Life Regeneration, Life on Hit, Vitality
            Earth: Armor, Extra Gold, Defect rating, (Block rating)
            Shadow: Power, Ability Rate
            Air: Haste, Critical Rating, Dodge Rating, (Movement Speed)
            Fire: Critical Damage, Experience, (Parry Rating)

            Now Water has drop rate 3.0, Earth 3.x, Shadow 2.0, Air 3.x, Fire 2.x. It still not perfect, but it is better than the current drop rate (Water has drop rate 4.0!).

            If we move Extra Gold to Shadow to make the drop rates more balanced (Shadow = Magic and we all know that Golds have magic power ) then the drop rates will be:
            Water: 3.0
            Earth 2.x
            Shadow: 3.0
            Air:3.x
            Fire: 2.x

            Now only Air has little higher drops than other. But drop rates of boots/pants (movement speed) are much lower than weapons (block rating, parry rating), the difference between drop rate of Air and other attributes are negligible.
            Last edited by Alica2122; 06-06-2019, 12:43 PM.

            Comment


              #7
              I second the concern voiced in the OP, but would harmonize things by slightly (re)adjusting the attribute probabilities of occurence.

              Out of the 16 attributes, 7 are more ubiquitously desirable (Power, Haste, CR, CD, AR, Vitality, MS). MS is a special case, since it can only drop in Boots and Pants, i.e. in two out of the 9 possible item types. On those items, it is *always* desirable.

              Then XP is "almost ubiquitous". We can all use XP gear, and all the more so in ANBs. Life on Hit, while not used in some particular builds, can also be labeled "more useful than other niche properties".

              So I would weight the various attribute likelihoods of occurence, and their respective essence, as follows:
              Weighted chance to drop on
              Pants/Boots Other items Average chance to get Essence type
              Movement Speed 5 0 0,032679739 WATER 0,032679739 0 0 0 0
              Vitality 3 3 0,100067613 EARTH 0 0 0 0,100067613 0
              Power 3 3 0,100067613 SHADOW 0 0 0 0 0,100067613
              Haste 3 3 0,100067613 WATER 0,100067613 0 0 0 0
              CR 3 3 0,100067613 AIR 0 0 0,100068 0 0
              CD 3 3 0,100067613 FIRE 0 0,100067613 0 0 0
              AR 3 3 0,100067613 SHADOW 0 0 0 0 0,100067613
              XP 2 2 0,066711742 FIRE 0 0,066711742 0 0 0
              Gold 1 1 0,033355871 EARTH 0 0 0 0,033355871 0
              Regen 1 1 0,033355871 WATER 0,033355871 0 0 0 0
              LoH 1,5 1,5 0,050033807 AIR 0 0 0,050034 0 0
              Block 1 1 0,033355871 EARTH 0 0 0 0,033355871 0
              Parry 1 1 0,033355871 WATER 0,033355871 0 0 0 0
              Dodge 1,5 1,5 0,050033807 AIR 0 0 0,050034 0 0
              Reflect 1 1 0,033355871 FIRE 0 0,033355871 0 0 0
              Armor 1 1 0,033355871 EARTH 0 0 0 0,033355871 0
              TOTALS 34 29
              0,199459094 0,200135227 0,200135 0,200135227 0,200135227
              Water likelihood Fire likelihood Air likelihood Earth likelihood Shadow likelihood
              Last edited by Jose Sarmento; 06-06-2019, 12:36 PM.

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