I've decided to give my thoughts for others to consider. These are divided into broad subjects as noted just below.
New Mechanism Overview
Adding a new level of items and maybe call it Mythical.
Each level of item allows the holding of one bonus; starting with zero stats for common items, uncommon holding one stat, rare holding two stats, epic holding three stats, legendary holding four stats, and mythical holding five stats. This limits the expression of attributes on items.
Every attribute on an item comes in triples. Those triples describe the actual attribute bonus (as is currently implemented), the attribute ceiling bonus, and the attribute dominance (as a probability). The first two are displayed and the latter is hidden from the game player.
As an example implementation: A common sword with a regressive Power (+85/+75/65%) is crafted with a uncommon axe with expressive Haste (+88/+72/60%) and regressive Vitality (+88/+88/55%) when crafted into a wand could result in uncommon wand with expressive Power (+85/+75/65%) and regressive Haste (+88/+72/60%) and Vitality (+88/+88/55%).
What the player sees is common sword with Power (+85/+75) crafted with uncommon axe with Haste (+88/+72) result in an uncommon wand with Power (+85/+75).
Continuing, this common wand is then crafted with a rare wand with expressive Haste (+80/+80/80%), crit.Rating (+84/+86/60%), and regressive Vitality (+90/+90/50%) can give a rare wand expressive Vitality (+89/+89/105%) and Haste (+84/+77/140%), and regressive Power (+85/+75/65%) and crit.Rating (+84/+86/60%).
What the player sees is a uncommon wand with Power (+85/+75) crafted with a rare wand with Haste (+80/+80) and crit.Rating (+84/+86) result in an rare wand with Vitality (+89/+89) and Haste (+84/+77).
Application to Named Items
The same would applied for set items and named items except only the same items (Defender Tunic with Defender Tunic).
Any thoughts besides "it'll never happen". Actual implementation of functions can be different such as a weighted average (90% old and 10% new).
Thank you.
- New mechanism overview.
- Application to generic items.
- Application to special items.
New Mechanism Overview
Adding a new level of items and maybe call it Mythical.
Each level of item allows the holding of one bonus; starting with zero stats for common items, uncommon holding one stat, rare holding two stats, epic holding three stats, legendary holding four stats, and mythical holding five stats. This limits the expression of attributes on items.
Every attribute on an item comes in triples. Those triples describe the actual attribute bonus (as is currently implemented), the attribute ceiling bonus, and the attribute dominance (as a probability). The first two are displayed and the latter is hidden from the game player.
- The current attribute bonus is the bonus that applies to modify the various attributes (Power, Haste, ...).
- The attribute ceiling bonus moves where that attribute flat lines. This moves the the mapping of flat lining; like Power to Bonus Damage.
- The attribute dominance defines the internal ordering of attributes.
- The item level, relative to the dominance, defines whether the attribute is expressive (does something) or regressive (does nothing).
- All items have at least the minimum number of attributes but can easily have more.
- For each and every attribute the actual bonus, the bonus ceiling, and the dominance, is moderated.
- The actual attribute bonus, attribute ceiling bonus, can averaged with a little bit added on; or else whatever function is deemed appropriate.
- The Dominance can be added.
- The level of the item is defined as is currently.
As an example implementation: A common sword with a regressive Power (+85/+75/65%) is crafted with a uncommon axe with expressive Haste (+88/+72/60%) and regressive Vitality (+88/+88/55%) when crafted into a wand could result in uncommon wand with expressive Power (+85/+75/65%) and regressive Haste (+88/+72/60%) and Vitality (+88/+88/55%).
What the player sees is common sword with Power (+85/+75) crafted with uncommon axe with Haste (+88/+72) result in an uncommon wand with Power (+85/+75).
Continuing, this common wand is then crafted with a rare wand with expressive Haste (+80/+80/80%), crit.Rating (+84/+86/60%), and regressive Vitality (+90/+90/50%) can give a rare wand expressive Vitality (+89/+89/105%) and Haste (+84/+77/140%), and regressive Power (+85/+75/65%) and crit.Rating (+84/+86/60%).
What the player sees is a uncommon wand with Power (+85/+75) crafted with a rare wand with Haste (+80/+80) and crit.Rating (+84/+86) result in an rare wand with Vitality (+89/+89) and Haste (+84/+77).
Application to Named Items
The same would applied for set items and named items except only the same items (Defender Tunic with Defender Tunic).
Any thoughts besides "it'll never happen". Actual implementation of functions can be different such as a weighted average (90% old and 10% new).
Thank you.
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