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Post by FunkySwerve on Feb 22, 2016 0:58:40 GMT
What percent of loot would you like to see for each of these categories? Your percentages must add up to 100%.
RACEBOOK WEAPON HELM ARMOR BOOTS BRACERS AMULET BELT CLOAK MOTE RING SHIELD TORCH
Thanks, Funky
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Post by Twilight Semner on Feb 22, 2016 1:19:24 GMT
Racebook: 5% Weapon: 9% Helm: 9% Armor: 9% Boots: 9% Bracers: 9% Amulet: 9% Belt: 9% Cloak: 9% Mote: 5% Ring: 6% Shield: 6% Torch: 6% My rationale: Racebooks should be more rare. Motes as well. Shields/Torches share a spot, and should have slightly lower drop chance. Rings -- well they're valuable jewelry!
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Post by cathedralmaster on Feb 22, 2016 2:06:56 GMT
RACEBOOK - 2% You only need one and it should be rare. WEAPON - 9% HELM - 9% ARMOR - 9% BOOTS - 9% BRACERS - 9% AMULET - 9% BELT - 9% CLOAK - 9% MOTE - 3% More a bonus than required. RING - 10% Means the difference between being able to do some runs. Especially in the rare category. Tend to get screwed by randomization more often than other gear. SHIELD - 9% TORCH - 4% I've never seen anyone eager to get a torch of any type.
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Post by KnightErrant on Feb 22, 2016 2:11:09 GMT
Racebook: 3% Weapon: 15% Helm: 9% Armor: 9% Boots: 9% Bracers: 10% Amulet: 9% Belt: 9% Cloak: 9% Mote: 3% Ring: 5% Shield: 6% Torch: 3%
My thinking.... Racebooks and Motes are the HUGE power bumps, Torches are IMHO the booby prize. Heavy Armor is pretty dead weight atm too. Put extra points in weapons since there's 46? of them and the power boost IMHO is minimal compared to the others.
KE.
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Post by Deleted on Feb 22, 2016 2:14:11 GMT
Definitely hard to have a right/wrong answer for this sort of thing, anyway my suggestion would be something along these lines: Logic: *Large number of different types of weapons available, need a greater drop-rate to correct for the difficulty of finding a specific weapon. *Similar idea for Armor (Robes/Light/Medium/Heavy) and Off-hand (Small/Large/Tower Shields + Torches). *Two ring slots, and rings tend to be swapped frequently. *Bracers and Cloaks tend to have slightly worse set loot in general, on many toons they are the slots I am looking for randomized gear more in, so they get a tiny bump.
Exact figures would of course need some tweaking, the gist of my suggestion is to have Weapons/Armor/Shields/Rings having increased drop-rates as justified above.
Edit: Little tweaking
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Post by chirality on Feb 22, 2016 3:56:35 GMT
RACEBOOK - 2% You only need one and it should be rare.
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Post by cathedralmaster on Feb 22, 2016 5:16:47 GMT
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Post by chirality on Feb 22, 2016 6:12:32 GMT
(slightly) ontopic tho, is this drop% water-test supposed to be of XR drops? If it's applied retroactively to BUR drops, 2% books sounds okay (except for killing any progress made since mid-2000s for sake of not upsetting people), but obviously the biggest thing people look forward to in new content is XR subs, not that crap gear XR subs being THAT rare may make sense for aesthetic/definition of "zomg beyond uber extra special rare", but let's admit it will fail hard to please anyone. In fact, let's admit that the huge backlash of "bur books too hard to get, this game is wack and only fun for richvets" from past half decade was an important lesson about how much people tie HGfun with ability to play subrace they want. If this is solely for new content, I never understood or agreed with logic behind scheme of "XR race should be so rare that a player will be lucky to get 1 or 2, and they shall enjoy being forced to play whatever class their book happened to be for" (I don't mean your comment cath, I distinctly remember this being mentioned/discussed)
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Post by chainlink on Feb 22, 2016 9:43:51 GMT
Racebook 2 Weapon 13 Helm 8 Armor 8 Boots 8 Bracers 8 Amulet 8 Belt 8 Cloak 8 Mote 2 Ring 13 Shield 8 Torch 6 Of course you probably should factor in how many versions of each item type there are into the equation to some extent, its all well and good making the book drop a low number but if out of that 2% you only have a 2% (there are 50) chance of getting the race you want you're down to a microscopic 0.04% chance of getting it. The problem with torches is down to the fact that they can only really be used by Monks as pretty much all casters would use a shield due to the massive AC boost they can get and then only fist monks as others would either use a two handed weapon or in fact two weapons for more damage so that's one build type out of everything you can make! A possible way to make them more desirable/usable would be to give them feats to avoid specific effects such as Domination/Freezing/Amnesia/etc although I suspect this would make them be hot slotted when required rather than used all the time and requiring rest to activate the effect would probably put them back in the trash category. If all motes could be crafted to be any one of the three missile weapon types that would give people the option to use 2 or 3 of them on any character which would be really handy
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Post by Raj on Feb 22, 2016 11:15:26 GMT
Is this about XR loot or all loot in general? Asking because I would calculate the percentage share also based on amount of relevant items in the loot tables, and would also be helpful have a base with the numbers actually in place in the module
If this is a player's guts feeling check anyway, here we go:
Racebook 2 Weapon 12 Helm 8 Armor 12 Boots 8 Bracers 8 Amulet 8 Belt 8 Cloak 8 Mote 2 Ring 12 Shield 9 Torch 3
Dangerously similar to Cath and Gald ones and also the logic is similar.
Race books do not randomize and are really useful just once or twice, weapons instead there're way too many types.
Players have 2 ring slots and swap them around a lot, so theose should drop more often than other gear pieces; maybe not just double chances because many people use ring bags, so a relative 50% increase (8/12%) appeased my OCD. I hereby request a Clean Numbers Award™.
Armors come in 4 tiers and there're quite many of them so a higher percentage drop should also fit, having a specific armor much rarer than a specific helmet is going to unnecessarly inflate the value of the former. Heavy/medium/light armor users are probably going to use tower/large/small shields while robe users could be using torches, so the shield+torch percentage graciously matches armors one. To make things more realistic torch effective percentage could be lowered even further and include those ''ev/premo free'' shields in the torch category, or just keep things simple and spreade the gap even more (10%-2%). It doesn't help actual torches are garbage tbh.
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Post by simpetar on Feb 22, 2016 12:08:04 GMT
RACEBOOK 3 WEAPON 15 HELM 7 ARMOR 10 BOOTS 7 BRACERS 7 AMULET 7 BELT 7 CLOAK 7 MOTE 3 RING 10 SHIELD 10 TORCH 7 Race books and motes should be rare, they give the most power. Weapons should not be very rare; there are so many kinds of weapons that even with high relative drop rate, chances are slim that you will get the one you need. Side question: do "weapons" include caster staves and accessories similar to UR caster gear? Armors and shields to a lesser degree have the same problem as weapons, ranging from robes to full plate (or small - tower shield). Rings are notoriously needed, especially if they provide immunities to exoteric types that need to be countered. If all motes could be crafted to be any one of the three missile weapon types that would give people the option to use 2 or 3 of them on any character which would be really handy +1, it would be shame to throw away the hard earned Solar Mote - the only tangible reward from the respecitve event. (and sometimes it is already hard to pick between that and spell slot or similar one)
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Post by FunkySwerve on Feb 22, 2016 15:47:55 GMT
Is this about XR loot or all loot in general? Loot in general. I'm revamping the loot system to allow things like bookshelves that spawn books of various rarities, armor racks that spawn armor, and the like. At the same time, I'm going to be adjusting percentile drops across the board, mainly because it is now going to be pretty easy to do so. These edits were also necessary for the XR setup, and are actually why the servers were briefly crashy last night. Funky
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Post by FunkySwerve on Feb 22, 2016 15:53:02 GMT
Weapons should not be very rare; there are so many kinds of weapons that even with high relative drop rate, chances are slim that you will get the one you need. Side question: do "weapons" include caster staves and accessories similar to UR caster gear? Yes, they do, but they can be excluded. The new setup uses bitflags, meaning every item can be tagged in multiple ways. Currently those staves are flagged as both 'caster gear' and 'weapons'. I didn't both including caster gear as a subset, though I will be flagging a subset of belts etc with it for caster-related drops. Other categories not mentioned include craftbooks, which I suppose I should ask people for opinions on as well, though they weren't in the loot types for the rarity level I used to choose the categories I posted. What percentile should craftbooks take up, and where should they 'steal' their percentag from? Thanks, Funky
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Post by chainlink on Feb 22, 2016 16:59:30 GMT
I guess that kind of depends on the functions of said craftbooks, the ones that currently drop always get a 'Pah' response when people realise that they're not a racebook as the functions of these items can be replicated by crafting items some of which are really easy for a well tuned searcher to get. For me they sit in the same sort of value as the current forcecages, arports, etc. even though iirc they are BUR rarity. Now if you were talking about one that converted a random item into an Ego.....................
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