Some observations about reroll orbs (alchemy, chaos, divine, blessed, ...)

I created this post because we (me and the friend with whom i play usually) think that there is something which needs to be clarified with prefixes and suffixes level versus item level.

I explain a bit more: i have
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on which i would like to have more attack speed, like more than 10%. We recently discovered thanks to ingame chat that the range of this value is 5-7% and is a level 1 suffix. If what we understood is right, the fact that the value is 6% means that it is "Of skill" suffix mod, with the values described higher. I have the lowest attack speed level range on the highest level item? It is not really logical...

Since we know that, we investigated the stuff we had and noticed that a lot of modifiers were sticked on a prefix or suffix level range realy too low compared to the item level.

For example, if we reroll a lvl 60 2 handed axe with a chaos orb, its absolutely not normal to obtain a damage scaling mod from 20 to 49 (which is a level 1 prefix) on a level 60 item. If the chaos orb gives this damage scaling mod, there should be a tier in which that mod will be; like the 3 last ones out of the 6 existing for example. In the case of the weapon, it will guarantee that the item will have values accorded to the item level, not +20% on a lvl 60 item. This makes the weapon totally unusable because of a really too low value compared to the item level.

Its sure that forcing only the highest level of prefix or suffix compared to the item level would be extremely abused, but there should be a maximum level difference between the item level and the suffix-prefix level.

It is really frustrating to wonder why you waste so much tons of chaos and alchemies to discover that the modifiers you obtain on your max lvl item are from the lowest level range, and that the values you obtain can all be from the lowest tier. Why is there not a correspondance between prefix-suffixes levels and item level?

It is the same problem with divine orbs: how could i enhance my item if the values which are rerolled are sticked to a range, and will never go to the value i wish because it is totally impossible as long as the orb cant change the prefix-suffix value level?
Those orbs are uber-rare and have a really low value in my opinion since i know that, because they will never allow me to reach what i want. Its better for me to find directly the item i want with the good values, and never use some orbs which will never do what they're supposed to do, enhancing the item. They should at least allow to reach the next prefix-suffix range each time i use one (Even if it happens on half of the modifiers the item has).

The same history goes with alterations, augmentation and transmutation orbs.

Blessed orbs have another problem sometimes, it is impossible to reroll the values of an item with them, for example
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where the orb wont be used at all, a failure message appears in chat saying that it is not possible to use the orb (the same message appears when you try to use a fusing or chromatic when there are gems in the sockets for example). Is it normal or is there a bug with the orb? I personally hope that these orbs will allow to reach a higher prefix/suffix level too in the future, because they feel quite useless at the moment.

Could you tell us if it is intended to stay like this, or if there is something planned to resolve what is an issue for us?

Thanks for your reading and please excuse my English, i normally speak French :)

Whowandsome, Lightning strike crit witch 90
Lubricus, Leap Mara 80
Rhagnagnus, On holidays shadow 90
Last edited by Kramerrr#6819 on Jan 5, 2012, 9:03:10 PM
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+1
Rerolls should have a chance to get worse mods, and shouldn't guarantee good mods. They're all based on gambling against luck. It's already fairly easy to get good items; the orb availability would have to be lower to balance them out if they were more powerful. Getting low-level mods on high-level items is part of this balance.

Blessed Orbs only reroll the value of implicit mods if that mod has a possible range. If the implicit mod is a set value, it can't be rerolled.
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Last edited by WhiteBoy#6717 on Jan 5, 2012, 9:09:07 PM
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WhiteBoy88 wrote:
Rerolls should have a chance to get worse mods, and shouldn't guarantee good mods. They're all based on gambling against luck. It's already fairly easy to get good items; the orb availability would have to be lower to balance them out if they were more powerful. Getting low-level mods on high-level items is part of this balance.

Blessed Orbs only reroll the value of implicit mods if that mod has a possible range. If the implicit mod is a set value, it can't be rerolled.


It is normal for you to obtain +5-10 phys damage on a high level item? That means that when we will be able to reach lvl 100, and will roll orbs on lvl 100 items, it will be a possibility to obtain the lowest value ranges? I agree with you that a balance is needed, but the LOWEST value on a HIGHEST level item is quite absurd.

Concerning blessed orbs, i dont see the point of the orb if it cant reroll all implicit values because some are set values? Lets just hope these set values wont be set forever, and will be rerollable some days...
Whowandsome, Lightning strike crit witch 90
Lubricus, Leap Mara 80
Rhagnagnus, On holidays shadow 90
Last edited by Kramerrr#6819 on Jan 5, 2012, 9:30:47 PM
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Kramerrr wrote:
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WhiteBoy88 wrote:
Rerolls should have a chance to get worse mods, and shouldn't guarantee good mods. They're all based on gambling against luck. It's already fairly easy to get good items; the orb availability would have to be lower to balance them out if they were more powerful. Getting low-level mods on high-level items is part of this balance.

Blessed Orbs only reroll the value of implicit mods if that mod has a possible range. If the implicit mod is a set value, it can't be rerolled.


It is normal for you to obtain +5-10 phys damage on a high level item? That means that when we will be able to reach lvl 100, and will roll orbs on lvl 100 items, it will be a possibility to obtain the lowest value ranges? I agree with you that a balance is needed, but the LOWEST value on a HIGHEST level item is quite absurd.

Concerning blessed orbs, i dont see the point of the orb if it cant reroll all implicit values because some are set values? Lets just hope these set values wont be set forever, and will be rerollable some days...


A grinning fetish always has a +15% elemental damage inherent mod (automod), so it's not rerollable because there's no range.
There doesn't have to be a range on all automods.
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taekvideo wrote:

A grinning fetish always has a +15% elemental damage inherent mod (automod), so it's not rerollable because there's no range.
There doesn't have to be a range on all automods.


Then why not removing the blessed and allow the divine to reroll the implicit mod where it is possible instead of having a half working orb?

Concerning the prefix/suffix level Versus item level, i came to the conclusion that the formula which calculates what mods will be on an item needs to take the player level in account to prevent a high level player to only have low level modifiers on a high level item. This will guarantee that the items are balanced with the player's level.
Whowandsome, Lightning strike crit witch 90
Lubricus, Leap Mara 80
Rhagnagnus, On holidays shadow 90
There should be a higher percentage chance of appropriate level mods in comparison to item level, and a smaller chance that you get screwed and get a lower level mod. as the level of the mod goes down it should be a smaller chance.
Last edited by Rhaegor#6955 on Jan 6, 2012, 9:45:18 AM
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Rhaegor wrote:
There should be a higher percentage chance of appropriate level mods in comparison to item level, and a smaller chance that you get screwed and get a lower level mod. as the level of the mod goes down it should be a smaller chance.


Exactly. Having the item level and the player level taken in account when prefix/suffix levels are rolled should guarantee to obtain a balanced item for your level, and being accorded to the item level too.

A high level player identifying a low lvl or high level item will still have prefix/suffix levels accorded to the item level. But as the item lvl goes up, he will have more chances to have modifiers of a higher level, so the generated items have prefix/suffix levels more accorded to the item level.

A low level player identifying an item from his level will be balanced for the player, but he still has a chance to have somtehing really good on the item. This will help him to keep his stuff up to date as long as he levels up.
Whowandsome, Lightning strike crit witch 90
Lubricus, Leap Mara 80
Rhagnagnus, On holidays shadow 90
Last edited by Kramerrr#6819 on Jan 6, 2012, 10:25:07 AM
I am not sure I agree there. It is a random roll and all mods should be available. Even the lowest on the highest. It takes away the gamble aspect. I do wish there was a way mitigate the risk, but they should still be there.
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superf1y wrote:
I am not sure I agree there. It is a random roll and all mods should be available. Even the lowest on the highest. It takes away the gamble aspect. I do wish there was a way mitigate the risk, but they should still be there.


I agree that there should be a chance to have the lower level prefix/suffix, but this chance HAS to go lower as the player gains levels. It is that or the reroll orbs drop rate has to be tripled or something approaching to stand a chance to roll what you want some day.

If you want a precise stat on an item which has say 5% to pop on the item when you roll it; and if you have to divide that percentage by the number of suffix/prefix to finally have the desired stat at the appropriate value tier, you end up with something nearing 0% chance to have what you wish.

As the system is at the moment if you have a too low stat on an item its a waste to use a divine on the item because you will stick to the value range in which you are. The only way to change of value range is to completely reroll the item while praying to obtain the same stat again, but of a higher level. To achieve that you will need 100+ orbs if you are lucky, which will take ages with the actual drop rate.

Whowandsome, Lightning strike crit witch 90
Lubricus, Leap Mara 80
Rhagnagnus, On holidays shadow 90

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