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

The point of more characters is that your next character will start with a choice of good rares...and when you go back to the example with the chest piece with 1 good stat...probably that item is 5 or 10 level above the item you wear at that moment...but when you wear a good rare at that point with 3 or 4 good attributes (e.g. +armor% +life +str all with high numbers for that level) you won't swap for that new rare with only 1 good stat, so you throw it away/vendor it. With the first character it can be in another fashion of course.
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Funding wrote:
what if they just gave you an orb with a chance to increase your tier's on your mods?


I could see this as a viable way of addressing what I think is the concern in this thread:
a. A rare is found that has a particular type of mod.
b. The mod tier is lower than the item level range available.
c. The player is wants an opportunity to increase the tier of the mod, not a la Divine Orb, which only adjusts the numeric value within the range of the mod.

A 'Calibration Orb' could be used to modify the Tier of the mods that exist on the item. It would retain the type of mod, but it randomly determines the tier of the mod within the allowable range per the item level.
"We were going to monitor the situation but it was in the wrong aspect ratio."
It may also make sense to revsit the way certain orbs affect items.

For example, there have been numerous concerns citing the difficulty in achieving the desired number of links using fusing orbs because the roll result is too random. Not knowing the actual formula, I am assuming it simply gives equal probability to the number of links possible, ie. 16.7% chance of 0, 1, 2, 3, 4, or 5 links.

If, instead fusing/jewelers orbs followed a standard distribution of probability, it may be more palatable.

What if the fusing/jewelers orb:
a.
Equal chance orb will add/reduce links/sockets.
b.
60% chance link/socket variance will be 1
25% chance link/socket variance will be 2
10% chance link/socket variance will be 3
4% chance link/socket variance will be 4
1% chance link/socket variance will be 5

Max variance is limited by number of sockets for links or by itemlevel for sockets.

The chance to add/remove links/sockets is always 50/50. The number of links/sockets added/removed is determined by a standard distribution curve, with a greater chance it will be changed by only 1 or 2 than it will by 3, 4 or 5.

I think all the other orbs are working as intended...
"We were going to monitor the situation but it was in the wrong aspect ratio."
Last edited by Garr0t#3474 on Jan 13, 2012, 6:09:33 PM
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Garr0t wrote:
It may also make sense to revsit the way certain orbs affect items.

For example, there have been numerous concerns citing the difficulty in achieving the desired number of links using fusing orbs because the roll result is too random. Not knowing the actual formula, I am assuming it simply gives equal probability to the number of links possible, ie. 16.7% chance of 0, 1, 2, 3, 4, or 5 links.


I'm pretty sure that it goes more like this:
"Are sockets 1 and 2 linked? Yes/no"
"Are sockets 2 and 3 linked? Yes/no"
"Are sockets 3 and 4 linked? Yes no"... and so on.

For a six-socket item, this means it has to pick "yes" five times in order to become fully linked. If we assume it's a 50/50 chance of "yes" each time (and I wouldn't be surprised if it were less - links are valuable, after all), we have a 1/2^5 = 1/32 chance of any given fusing orb giving you six sockets.

The upshot? It will take, on average, thirty-two fusing orbs to get you a six-link item.

Similarly, fully linking a five-socket item has a 1/2^4 = 1/16 chance per orb. (By contrast, getting five links on a six-socket item has a 5/32 chance - a bit less than one in six).
I have wandered through insanity;
I have walked the spiral out.
Heard its twisted dreamed inanity
In a whisper, in a shout.
In the babbling cacophony
The refrains are all the same:
"[permutations of humanity]
are unworthy of the name!"
I think a lot of you are missing Kramerrr's point. Who the hell wants to use an exalted orb, just to get +1 life on kill on their item that is level 60? A crappy mod is a crappy mod, but don't punish the player again because the value is also completely useless to that person in that part of the game. I understand this is a game of chance/loot chance, but the value of the exalted orb will go down because of this exact reason. Maybe the orbs themselves need a bit of balancing, or more orbs need to be introduced (which is probably certain) or an orb to 'randomly' increase an item's 1 mod at random on any of the mods.

Even so looking forward, if someone does find THE item, that item will be mirrored so much it will be ridiculous to the point that thats not fun that you're duping something 100,000 other people already have. That just says, welcome to the masses, you're 'so-and-so years' late.
We need to wait to see how it turns out. We already gave ideas. its time the devs choose how time consuming they want perfecting items should be.
"It feels like holding my breath under water constantly." Me about the limited "life expectancy" of the inventory space on Path of Exile and frequent needs to go to town to unload.
"
seahole wrote:
I think a lot of you are missing Kramerrr's point. Who the hell wants to use an exalted orb, just to get +1 life on kill on their item that is level 60? A crappy mod is a crappy mod, but don't punish the player again because the value is also completely useless to that person in that part of the game. I understand this is a game of chance/loot chance, but the value of the exalted orb will go down because of this exact reason. Maybe the orbs themselves need a bit of balancing, or more orbs need to be introduced (which is probably certain) or an orb to 'randomly' increase an item's 1 mod at random on any of the mods.

Even so looking forward, if someone does find THE item, that item will be mirrored so much it will be ridiculous to the point that thats not fun that you're duping something 100,000 other people already have. That just says, welcome to the masses, you're 'so-and-so years' late.


Thank you seahole, its exactly that :)
I wanted to describe some illogisms (yes i call them like that) with some orbs , and then with the item generator in prolongation.

All of this started with the use of a divine orb which didnt provided the expected result several times in a row. I then discovered that the reason was lying in the orb functionality itself, its simply not doing what i expected. They are really useful as they are, but only in specific cases.

Now that the debate is going on i'm thinking that the problem comes from the item generator which does not bias enough player and item level when rolling affixes level. This leads to some (absurds ?) cases where you obtain for example +1 energy shield on a ring or a helmet level 44+. Im am convinced that this could be easily adaptated by Grinding Gears if enough players share this opinion. It is sure that a new orb which can reroll affixes level could be added, but this will not help to eliminate some items where you have the perfect modifier set, but at a so low level that the item is only good to be rerolled completely.
Whowandsome, Lightning strike crit witch 90
Lubricus, Leap Mara 80
Rhagnagnus, On holidays shadow 90
xx
Last edited by intehzPwn#6995 on May 24, 2012, 3:29:51 AM

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