
taekvideo
| Joined: | November 6, 2011 4:29 AM |
| Last Visited: | May 10, 2012 6:46 PM |
| Total Forum Posts: | 697 (3.5928 posts per day) |
Beta Member | |
The way GW did it worked great.. but trying to track ratios based on player trades is a bad idea, and completely unnecessary. Currency vendors would naturally balance out to the market price on their own GW-style. I don't think this is really necessary though. The forum-based trading should make it relatively easy to exchange currency items with other players. | |
The node you activated with the "skip" would only be removable (and thus refund the "skip") if all the nodes connecting to it were removed first. Just like you can't use refund points on a node if it's required to connect to other nodes you have active. | |
Yes it increases chance of getting multiple drops from same mob. Quantity that isn't linked to a particular skill (like the gem) will also affect chests. It does increase the number of drops from unique mobs, but not very much... magics/rares/uniques all have built-in quantity and rarity modifiers, and the quantity/rarity you have stacks additively with it. You only get the full effect on white mobs, which have no built-in modifiers. Quality only affects the odds of getting magic, rare, and unique items. It has no affect on currency items. It doesn't affect number or magnitude of mods on items. Having 100% rarity will double the number of magics, rares, and uniques you get from white monsters... and less so with magic/rare/unique monsters due to their built-in bonus that I mentioned earlier. You could theoretically hit a point where you never get white items, but I doubt you can get nearly enough rarity from passives/gear to do that. | Forum: Beta General Discussion |






