Post by FunkySwerve on Mar 10, 2013 18:57:50 GMT
This marks the beginning of development for the XR items (subraces aside). I will be posting XRs by item type, with each type (helm, boots, cloak, etc.) getting its own thread, a day or two apart at least - depending on how much feedback I get.
For those of you with the ability to read xlsx (Office or Open Office), here is Shardelay's spreadsheet:
Click Me
Here are the building guidelines agreed upon by the team, along with some of Shard's notes. You'll want to familiarize yourself with them. Before I post that massive sprawl, however, I will first link you to the gdoc that has all the player-suggested XR specials, ranked by the team in order of power. Not all are feasible, but they should provide a nice starting point for adding uniqueness to each XR:
Player-Suggested Specials
And now, the building guidelines:
Philosophy of these items: Balance and hard choices.
The idea of these items is to force players to choose their gear between balanced items where many possible decisions can be made. There should nto be any one optimal setup
that all players try to get (i.e. no VoV's and Dim Mak's). In order to do this I've built them in stages. Stage one is determining generic types of items. These were roughly
based off of UR and BUR items. Each item slot of Helm, Boot, Neck, Cloak, Bracer/Gauntlet, belt, shields, and armor will have a gear built around the following:
Ele Resist: Covers your Ele Resists 45/- when it is all ele, up to 60/- on 1. 10 more than BUR
Phy resist: Covers your phys resists 35/- to all (up to 50/- on fewer types 10 more than BUR though bur only had to all, no single types
Exo Resist: Covers your Exo Resists 25/- to all (up to 30/- on fewer exotics) 10 more than BUR
Eso Resist: Covers yoru Eso Resists 10/- to all (up to 15/- on fewer elements). BUR's didn’t have this. Pattern would be 15 and 20 but seemed too high for first time
Phys Immunity: Covers you an extra 10% phys immu than the other items you have in that slot and all the immunities in 1 spot (death mind etc…) except confuse, stun, sleep, charm, daze
Other: Something special with a "hook" that forces choice. These are where you also find confuse/stun/sleep/charm/daze immunity (only one of each type exists)
That is 6 different "Types" of items for 7 different slots (8 if you use a shield). This means that each toon will need to have one fo the first 5 types to cover the base resists and
immunities. This then gives dual wielders the ability to take 2 other items, and shield wearers 3 other items. If someone has a particularly good setup they could drop
the phys immu items for more options. This means any toon will have between 2-4 "other" items. However, at this point the toons will almost all have
an asmo item, vestige, ego item, a set item (abo torch etc…) This should force choice in gear setups and remove cookie cutter gearing setups. To be successful, however, the "other" items need
to be sufficiently good as to entice the player, but they also must NOT COVER THE BASIC FIVE types. i.e. no resists or immunities.
In doing this, I've created many items that look VERY cookie cutter (1 item per slot is almost identical). After this basic formulation is done, we can add some spice by adjusting.
However, in the adjustment, we need to keep parity between the items fo the same type (i.e. phys resist boots need to be equivalent power to phys resist hat etc…) and
we need to make srue that we keep those items doing their jobs and their jobs only. So flavor should come in skills, effects, spell immunities, ability scores, and item desc flavor.
And remember, even though they look similar, we are talking about 150ish items and only 6 will be similar, so cookie cutters aren't as bad when there are a lot of them.
Once these basic items are done, we can add caster shields, torches, misc items, and class specific items on an ad-hoc basis as per what the class needs. None of the base items have spell slots.
Building principles:
XR AC +1 vs bur
AC on bracers is armor and = robe ac
AC on gautns is deflec
AC on heavy is 19 -> 16 on robes
AC on tower is 15 -> 17 on small shields
Base Phy immu on boots/helm/belt is 5% (5% more than most burs)
base phy immu on cloak/bracers is 15% (5% more than on most burs)
base phy immu on gloves is 10% (5% less than bracers)
base phy immu on robes -> plate is 15, 20, 25, 30% (5% more than most burs)
phy immu specific version of each slot is +10%, plus all generic immunities EXCEPT, stun, charm, daze, sleep, confuse
other items each have some special effects or bonus's as well as a unique immunity and must have none of the above 5 types stats. i.e. if you took all special/other items you'd have no resists/immunities
I capped skills at 50, but that was only on special items. Non specials were much lower.
Path I took to balance:
1 Adding 2 skills per basic item at 20, can add more with lesser values or special cases (i.e all rog skills etc…) (Bur was more random)
2 Gave all boots 15 tumble
3 Gave all bracers 15 CW (not gauntlets)
4 Added 5 ele boots heavy on resist/immu 1 element (75%, 60/-) (similar to bur, but only were 2 for burs)
5 Added 5 ele cloaks 2 ele's at 25% and 60/- and an exotic at 30/- 10% (similar to bur, but adding exotic mimu as well because these ended up NEVER being used, they may need more)
6 Startign with each basic item having one ability at +16 and rotating it apparently randomly to spread them aroudn
7 Adding 2nd 16 to helms
8 adding 2nd 16 to bracers
9 adding 3rd 16 to armor
10 put all stats on randomly with even distribution to make achieving sets viable but not biased. Leave the specifci clusters (like int/wis/cha or dex/str/con for specific 1 off items as that’s more powerful)
11 Adding stun/charm/daze/sleep/confuse as bonus immunites as bonus items each to 1 item of a different slot
12 Adding smattering of less powerful immunes to random items. 2 per item
13 Added 1 of each survival mostly to bonus items
14 Phy immunity items getting 10to all savse, 2 to indiv r/w/f and 1 to each other save
15 other items gett 1 to one fo the other saves and distributing other saves evenly w/out intent
16 Put regen on 2 random items in each slot of 2 and 4
17 Armro and shields done more uniquely
18 spell immunioes scattered
19 no items with all 6 abilities any more - that was lame for gear buildnig (i.e. psi actuator)
20 Hard to balance against VOV for tanks - hoping phy immunes and other goodies makes up for it. Esoteric item put here for that, but it's an arms race. Vov sucks for balance.
21 Gave all helms CA and Parry (except eso one) in attempt to peel ppl away from vov. Arguable - probably remove this, but VoV was a problem
22 scattered ele immunities across all armors in equal quantities total per tier. Ele version split evenly across elements, each other one focused in one element.
23 heavy 100% total.
24 med 75% total
25 light 50% total
26 robes 25% total
27 added 5/4/3/2 % exo immunity to the exo version of each armor
28 added 2/2/1/1 % eso immunity to the eso version of each armor
29 added CA to the phys resist versions of armor - more for robes less for heavy 50/40/30/20
30 added parry to the phys immun versiosn of each armor, inverse of ca
31 Added 2 immunities to each armor randomly, not adding stun/daze/sleep/confuse/charm
32 added 2 to r/w/f saves to one of each on each armor.
33 added 1 of each other specific save of 2 each on each armor.
34 added regen of 4/8 randomly to 2 armors in each tier
35 added 5x10 skills on small shields
36 2x25 on large
37 1x50 on tower
38 gave all basic shields no arcane spell failrue mod, adding special caster shiedls later
39 1x immunity to each shield
40 add immunity to spells fo the given element to the boots/cloaks of those elements. (maybe give half to each?)
41 added spell immu 5 and lower oh phys immu item
42 added 3x15 skills to each armor
43 created tower shields for elementals to amtch BUR ones but upgraded values (50%-75% and 50/- to 60/-)
44 gave all tower shields str 16 only and no skills or specials. These are pure elemental shields
45 added 3 casters shields of each size - noting ac's aer all over the place on bur/ele/abo/abyss…. Im makign these caster shields 2ac less than non-caster version, but we need to make sure the other features are better than the bur versions so these aer upgrades even with lower ac
46 added 3x25 caster skills on tehse shields
47 added one of conf/daze/stun immun to further entice away from higher ac bur versions.
48 Other boot is no kd/no slip/no grease sorta boot. Anti-disabler
49 Other helm is esoterics
50 other belt is a belt stolen from a mage - pouches full of pre-set spells - need to wear it to use it.
51 other cloak is anti insta-kill lvl 9 cloak and a lot fo saves
52 other gloves is rog skills and rog esf feats
53 other bracers are bard skills and bard ESF feats
54 other robes are save feats
55 other light aremor is self weapon buffs
56 other med armor is kb recution
57 other heavy armor is extra defensive
58 other tower shield is extra def
59 other large shield is some off and def
60 other small shield is extra offense
61 adding 1 bullet for each abil/ele/exo/eso
62 adding rings, mimicing core 7 bur immu rings to start
63 deleted that, no good, adding rings to do a 100/75% ring of every 5 ele combo. Adding 30% to one exotic and 5% to rest on these, this means 20 rings instead of 7 with 25% more to 1 ele, 5% more to 3 eles, and 5% more to each exotic
64 added pos/div/mag breach and mord rings 5% ele and 35% one exotic 10% more exo 5% less ele
65 added soak +17/20 to phys immu items
66 adding hybrid helm/belts with slots
67 add caster stats to hybrid items
68 Adding one other unique item per build-type that does one "special" effect akin to old miracle neck or anubis plate etc… putting these on a rotation of all helm/neck/boots/gloves/cloak items evenly
69 giving these items no resists/immus
70 adding 1 or 2 16s to them in their casting ability (or main for tanks)
71 added true seeing on all basic helms (not class specials)
72 added phy immu to special items per class
73 added 2x20 skills in class specific on hybrd spell slot itesm
74 Wiped all saves and started over - um… fixed em, no notes!
75 added saves t o hybrid spell slot items
76 adding 2x 20 to all special class itesm
77 adding 1 immunity to each special class item
78 no saves on spcial class items cause they are badass
79 added regen to special items - more for pariah
80 put 1 haste on each slot only, no shields
81 put darkvisionon each helm
82 added breach boots direct uprade
Funky
For those of you with the ability to read xlsx (Office or Open Office), here is Shardelay's spreadsheet:
Click Me
Here are the building guidelines agreed upon by the team, along with some of Shard's notes. You'll want to familiarize yourself with them. Before I post that massive sprawl, however, I will first link you to the gdoc that has all the player-suggested XR specials, ranked by the team in order of power. Not all are feasible, but they should provide a nice starting point for adding uniqueness to each XR:
Player-Suggested Specials
And now, the building guidelines:
Philosophy of these items: Balance and hard choices.
The idea of these items is to force players to choose their gear between balanced items where many possible decisions can be made. There should nto be any one optimal setup
that all players try to get (i.e. no VoV's and Dim Mak's). In order to do this I've built them in stages. Stage one is determining generic types of items. These were roughly
based off of UR and BUR items. Each item slot of Helm, Boot, Neck, Cloak, Bracer/Gauntlet, belt, shields, and armor will have a gear built around the following:
Ele Resist: Covers your Ele Resists 45/- when it is all ele, up to 60/- on 1. 10 more than BUR
Phy resist: Covers your phys resists 35/- to all (up to 50/- on fewer types 10 more than BUR though bur only had to all, no single types
Exo Resist: Covers your Exo Resists 25/- to all (up to 30/- on fewer exotics) 10 more than BUR
Eso Resist: Covers yoru Eso Resists 10/- to all (up to 15/- on fewer elements). BUR's didn’t have this. Pattern would be 15 and 20 but seemed too high for first time
Phys Immunity: Covers you an extra 10% phys immu than the other items you have in that slot and all the immunities in 1 spot (death mind etc…) except confuse, stun, sleep, charm, daze
Other: Something special with a "hook" that forces choice. These are where you also find confuse/stun/sleep/charm/daze immunity (only one of each type exists)
That is 6 different "Types" of items for 7 different slots (8 if you use a shield). This means that each toon will need to have one fo the first 5 types to cover the base resists and
immunities. This then gives dual wielders the ability to take 2 other items, and shield wearers 3 other items. If someone has a particularly good setup they could drop
the phys immu items for more options. This means any toon will have between 2-4 "other" items. However, at this point the toons will almost all have
an asmo item, vestige, ego item, a set item (abo torch etc…) This should force choice in gear setups and remove cookie cutter gearing setups. To be successful, however, the "other" items need
to be sufficiently good as to entice the player, but they also must NOT COVER THE BASIC FIVE types. i.e. no resists or immunities.
In doing this, I've created many items that look VERY cookie cutter (1 item per slot is almost identical). After this basic formulation is done, we can add some spice by adjusting.
However, in the adjustment, we need to keep parity between the items fo the same type (i.e. phys resist boots need to be equivalent power to phys resist hat etc…) and
we need to make srue that we keep those items doing their jobs and their jobs only. So flavor should come in skills, effects, spell immunities, ability scores, and item desc flavor.
And remember, even though they look similar, we are talking about 150ish items and only 6 will be similar, so cookie cutters aren't as bad when there are a lot of them.
Once these basic items are done, we can add caster shields, torches, misc items, and class specific items on an ad-hoc basis as per what the class needs. None of the base items have spell slots.
Building principles:
XR AC +1 vs bur
AC on bracers is armor and = robe ac
AC on gautns is deflec
AC on heavy is 19 -> 16 on robes
AC on tower is 15 -> 17 on small shields
Base Phy immu on boots/helm/belt is 5% (5% more than most burs)
base phy immu on cloak/bracers is 15% (5% more than on most burs)
base phy immu on gloves is 10% (5% less than bracers)
base phy immu on robes -> plate is 15, 20, 25, 30% (5% more than most burs)
phy immu specific version of each slot is +10%, plus all generic immunities EXCEPT, stun, charm, daze, sleep, confuse
other items each have some special effects or bonus's as well as a unique immunity and must have none of the above 5 types stats. i.e. if you took all special/other items you'd have no resists/immunities
I capped skills at 50, but that was only on special items. Non specials were much lower.
Path I took to balance:
1 Adding 2 skills per basic item at 20, can add more with lesser values or special cases (i.e all rog skills etc…) (Bur was more random)
2 Gave all boots 15 tumble
3 Gave all bracers 15 CW (not gauntlets)
4 Added 5 ele boots heavy on resist/immu 1 element (75%, 60/-) (similar to bur, but only were 2 for burs)
5 Added 5 ele cloaks 2 ele's at 25% and 60/- and an exotic at 30/- 10% (similar to bur, but adding exotic mimu as well because these ended up NEVER being used, they may need more)
6 Startign with each basic item having one ability at +16 and rotating it apparently randomly to spread them aroudn
7 Adding 2nd 16 to helms
8 adding 2nd 16 to bracers
9 adding 3rd 16 to armor
10 put all stats on randomly with even distribution to make achieving sets viable but not biased. Leave the specifci clusters (like int/wis/cha or dex/str/con for specific 1 off items as that’s more powerful)
11 Adding stun/charm/daze/sleep/confuse as bonus immunites as bonus items each to 1 item of a different slot
12 Adding smattering of less powerful immunes to random items. 2 per item
13 Added 1 of each survival mostly to bonus items
14 Phy immunity items getting 10to all savse, 2 to indiv r/w/f and 1 to each other save
15 other items gett 1 to one fo the other saves and distributing other saves evenly w/out intent
16 Put regen on 2 random items in each slot of 2 and 4
17 Armro and shields done more uniquely
18 spell immunioes scattered
19 no items with all 6 abilities any more - that was lame for gear buildnig (i.e. psi actuator)
20 Hard to balance against VOV for tanks - hoping phy immunes and other goodies makes up for it. Esoteric item put here for that, but it's an arms race. Vov sucks for balance.
21 Gave all helms CA and Parry (except eso one) in attempt to peel ppl away from vov. Arguable - probably remove this, but VoV was a problem
22 scattered ele immunities across all armors in equal quantities total per tier. Ele version split evenly across elements, each other one focused in one element.
23 heavy 100% total.
24 med 75% total
25 light 50% total
26 robes 25% total
27 added 5/4/3/2 % exo immunity to the exo version of each armor
28 added 2/2/1/1 % eso immunity to the eso version of each armor
29 added CA to the phys resist versions of armor - more for robes less for heavy 50/40/30/20
30 added parry to the phys immun versiosn of each armor, inverse of ca
31 Added 2 immunities to each armor randomly, not adding stun/daze/sleep/confuse/charm
32 added 2 to r/w/f saves to one of each on each armor.
33 added 1 of each other specific save of 2 each on each armor.
34 added regen of 4/8 randomly to 2 armors in each tier
35 added 5x10 skills on small shields
36 2x25 on large
37 1x50 on tower
38 gave all basic shields no arcane spell failrue mod, adding special caster shiedls later
39 1x immunity to each shield
40 add immunity to spells fo the given element to the boots/cloaks of those elements. (maybe give half to each?)
41 added spell immu 5 and lower oh phys immu item
42 added 3x15 skills to each armor
43 created tower shields for elementals to amtch BUR ones but upgraded values (50%-75% and 50/- to 60/-)
44 gave all tower shields str 16 only and no skills or specials. These are pure elemental shields
45 added 3 casters shields of each size - noting ac's aer all over the place on bur/ele/abo/abyss…. Im makign these caster shields 2ac less than non-caster version, but we need to make sure the other features are better than the bur versions so these aer upgrades even with lower ac
46 added 3x25 caster skills on tehse shields
47 added one of conf/daze/stun immun to further entice away from higher ac bur versions.
48 Other boot is no kd/no slip/no grease sorta boot. Anti-disabler
49 Other helm is esoterics
50 other belt is a belt stolen from a mage - pouches full of pre-set spells - need to wear it to use it.
51 other cloak is anti insta-kill lvl 9 cloak and a lot fo saves
52 other gloves is rog skills and rog esf feats
53 other bracers are bard skills and bard ESF feats
54 other robes are save feats
55 other light aremor is self weapon buffs
56 other med armor is kb recution
57 other heavy armor is extra defensive
58 other tower shield is extra def
59 other large shield is some off and def
60 other small shield is extra offense
61 adding 1 bullet for each abil/ele/exo/eso
62 adding rings, mimicing core 7 bur immu rings to start
63 deleted that, no good, adding rings to do a 100/75% ring of every 5 ele combo. Adding 30% to one exotic and 5% to rest on these, this means 20 rings instead of 7 with 25% more to 1 ele, 5% more to 3 eles, and 5% more to each exotic
64 added pos/div/mag breach and mord rings 5% ele and 35% one exotic 10% more exo 5% less ele
65 added soak +17/20 to phys immu items
66 adding hybrid helm/belts with slots
67 add caster stats to hybrid items
68 Adding one other unique item per build-type that does one "special" effect akin to old miracle neck or anubis plate etc… putting these on a rotation of all helm/neck/boots/gloves/cloak items evenly
69 giving these items no resists/immus
70 adding 1 or 2 16s to them in their casting ability (or main for tanks)
71 added true seeing on all basic helms (not class specials)
72 added phy immu to special items per class
73 added 2x20 skills in class specific on hybrd spell slot itesm
74 Wiped all saves and started over - um… fixed em, no notes!
75 added saves t o hybrid spell slot items
76 adding 2x 20 to all special class itesm
77 adding 1 immunity to each special class item
78 no saves on spcial class items cause they are badass
79 added regen to special items - more for pariah
80 put 1 haste on each slot only, no shields
81 put darkvisionon each helm
82 added breach boots direct uprade
Funky