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Equipment Rebalancing


Anume

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  • Implementor

You can see in the first post, edited in blue, what we've been working on for the last week. A big thank you to Kass for being available for hours of discussion until we came to this result. We calculated dozens of weapons, starting with different values, giving different points for different things to see what would be the end result.  Goal of this change was:

- to keep it simple for everyone who does area changes

- to battle power creep in weapons which has been going on for years and is a reason for the power discrepancy of mage-melee as well as some cabal imbalance (why should someone go Knight/Nexus if they can get an av 31 anywhere)

- to keep both low and high level weapons viable

- to avoid imbalanced weapons

This also means that the areas already done will be revisited. Do not expect everything to follow these guidelines immeditately, it will take a bit of time and work.

Revising some of the points value for weapons.

After discussion, this is where we stand:

Check uniques to see if unique flag is warranted.  If not, they become rare.
Unique flag gives 3 points on weapons.
Defense +prof increase to 0.5/1 from 0.25/0.5.

Two anti-aligns is worth only -1 points.
Count 0.5 points per point after 15 average instead of 17.
All fire nouns must be fire material and vice versa.

Damage caps (can be lower if desired):
Common:    avg 27
Rare:      avg 27
Unique:    avg 30
Vuln:      avg 24
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.

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Lockbox items have been changed.

I think it's hard enough getting these items so I'll try to provide a list at some point.

Notable changes until then:

Cutting dwarves some slack, the water whip is now air.  Sorry avians.
"Get Out of Jail Free" card is now rare.  Still in debate if it should be removed entirely.
Greedy gauntlets has a lucrative prog attached.
Shiny ball has a small chance to cast cure serious instead of cure light.

With some exceptions:

  • Items in the plain steel lockboxs are all level 30.
  • Items in the lockbox with enamel fittings are all level 45.
  • Items in the beautifully engraved lockbox are all level 60.
  • Low list item are common.
  • Medium list items are rare.
  • High list items are unique.
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