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Equipment Rebalancing


Anume

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  • Implementor

As many of you have asked us for a bit more info about what we are busy with atm, here you go.

TEMPLATE (took us a while to agree on this and get everything on board):

On 2/24/2019 at 2:26 AM, Erelei said:

base amount of points for items:

Armor = level / 10
Weapon = level / 5

+1 hit or dam = +1 points for armor / +0.5 points for weapons
+10 hp/+20 mana/+30 moves = +1 point
Weight above 30 (weapons only) = +1 point
Weight below 10 (weapons only) = +1 point
Every avg dam above 17 above 15  = +0.5 points
(vuln damages) holy / fire / water / ice / air / light damage = +3 points all fire nouns must be fire material and vice versa
paralyze = +2 points
flaming = +1.5 points
vampiric = +1.5 points
poison = +1.5 points
sharp = +1 point
vorpal = +1 point
deadly = +1 point
wounds = +1 point
shocking = +0.5 points
frost = +0.5 points
--note: limit 1 on socketable and/or rare, 2 (up to 1.5 points) on unique with approval.

noremove = +2 points (weapon/shield, 0 for armor)
nodrop = +1 point (weapon/shield, 0 for armor)
bless/evil (dark for shield) = +1 point (weapon/shield, 0 for armor)
burnproof = +1 point (weapon/shield, 0.5 for armor)
socketable = +2.5 points for rares, 2 for non-rares

Damage caps (can be lower if desired):
Common:    avg 27
Rare:      avg 27
Unique:    avg 30
Vuln:      avg 24 (rare exceptions 25 unique / quest)
Paralyze:  avg 27
Flaming:   avg 27
Noremove:  avg 27

Socketable: avg 27

 

Paralyze cannot be on a socket or on a weapon with noremove, flaming or socketable.

socket (treat as armor for values) = +2
+1 str/+1 dex bonus = +1 points for armor / +0.5 points for weapons
-10 AC = +1 points for armor / + 0.5 points for weapons
whip/axe/polearm/staff = +1 point for level 40+, +2 points  for level 50+
dual parry = +2 points
defense bonus = +1 per point for armor, + 0.5 for weapons


race unusable material (not antigood and iron or wood) = -1 point
single race or class only = -1 point
twohands = -1.5 points
unique = -5 points for weapons and armor with a single slot (body, torso, helm) / -3 points for armor with multiple slots (rings, bracers as well as sockets) as well as weapons
rare = -2 points for weapons and armor with a single slot (body, torso, helm) / -1 points for armor with multiple slots (rings, bracers as well as sockets)
anti-align = -1 point (stays at -1 point if two anti-aligns)
nouncurse = -1 point if also noremove on armor, otherwise 0.
rotdeath = -1 point
-1 to any stat = -0.5 points
-1 to any proficiency = -0.5 points
+10 AC = -1 points for armor / -0.5 points for weapons
dagger = -1 point


-1 svs versus spell = +2.5 points
-1 svs versus mal/mental/affl/breath = +0.75 points
+1 svs versus spell = -1.25 points
+1 svs versus mal/mental/affl/breath = -0.375 points

+ 5 mana/hit gain = +1 point
+ 10 movegain = +1 point

+Spell Level = +4 (may only be on face items and used very sparingly)
+Aff/Mal/Mental Level = +2 (should also be used sparingly)
-Spell Level = -2
-Aff/Mal/Mental Level = -1

Any negative (bad) stats on items will only return half what they would be to purchase them.  For example, to add -1 (good) Save vs Spell, it would cost 2.5 points as above.  To add +1 (bad) Save vs Spell, only 1.25 points would be deducted from the total.  Another example is -20 hp (-1) = +20 mana (+1).
This will be in effect starting 1 January 2023.  Previous items will be grandfathered out.


Cabal weapons + Armor, as well as one time only quest items should always be considered UNIQUE. Only Nexus & Knight cabal weapons should have av 31 (dk, sader exception).
AC across armor = (all 4 stat value's average / 4 ) / 10 = points
e.g., 10+10+10+10 / 4 = 10 / 10 = 1 points

Spellforge:
limited to convenience spells (detect invis, armor, etc) any class can get: +1 point
other spellforge spells will be discussed separately

 

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  • Implementor

We will post here which areas are done.

To all of you who would like to help, please update the pastbin (I've been told the WIKI has just a link) with this information. This goes also to those people who complain they'd love to help but we won't let them. Here's your chance. 😜

Please post any comments in a separte thread, I'm locking this one so only Imms can update by adding completed areas.

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  • Implementor

After we've received a lot of feedback from you (thanks guys! This is very welcome and appreciated!), we've decided to change the weight of saves somewhat.

I'm editing the post above so the first post is again valid. Change:

1 sv spell: 4 points -> 2.5 points

1 sv in a single category: 1 point -> 0.75 points

I will edit the blackwatch area when I have the time to do this and let you know so you can update pastebin. All items with saves will change again.  Also, fyi several other areas are now being worked on by different staff members (thanks guys! Very happy this does not have to be an effort of only 1-2 imms!). We'll update here when the areas are done.

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  • Implementor

Bunch safe items done:

torso: steel plated torso, ice armor, horrific skin, eog bodyarmor - each in their respective save category -12

neck: moonstone pendant, ice amulet, amulet of Lloth, onyx cross - each in their respecitve save category -10

As these items are now all unique and their count has been adjusted accordingly, some crumbling will occur if the item is overcount and you die. This unfortunately can't be avoided and will happen from time to time during the item rebalancing.

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  • Implementor

Ayluin's Lament is done.

Once Boots of Stomping are updated for everyone (or they died and got a new pair), the enlarge spell will no longer be given to avoid charmies getting enlarged as well. If you still have an old pair, do not use it to enlarge others. We do not wish to see enlarged vanguards or warlocks in the future.

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  • Implementor

Demon pit is done.

Info: I've only checked the finished weapons as the unfinished ones are not used anyway. I've treated all finished weapons as uniques without actually giving them the flag so they continue to not count towards your rare count (they are still commons). ALL of the weapons have become slightly cooler, the pole is now magical. I'd be very interested in some feedback as to those weapon types which are currently not really used. I've tried to make them all interesting now. (feedback welcome on prayer)

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