Chop Finale .... ROLL DAY~

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Chopatron wrote:
after reading your post again, i think you are talking about a different usage for the orb than we are currently at.

currently we are at "infusing orb" being a recipe made orb that consumes items in a recipe via trade screen based on mods. limited by mod level well below the top tiers.
Okay, your describing it as an orb confused me there a bit, I think. My apologies. Something implemented as a trade recipe might be more plausible.

"
Chopatron wrote:
devs talk in terms of definite and stone cold law. it is always good info to have, and lets us know what boundaries to stay inside of =)
I often don't, and don't mind when people point out that I'm wrong. Sometimes it's a bit of a hassle that all my posts are gold :P
I'm genuinely not trying to squash your ideas here, just brought up something which seemed to my reading of the thread to be relevant. I am quite convinced you know a lot more about this topic than me, in general. This isn't really my area, I just picked a lot of stuff up from talking to Chris.
I welcome all constructive debate and discussion =)

sometimes it moves and jumps around pretty fast in here, but i think we are doing good things.

the current version in the works is something like this vendor recipe:

10x scour + 5x weapons with same mod + (X?) = 1x infusing orb of same mod for weapon.

(the orb itself could have a variable text slot that puts mod name that is has even)




would force it to be used only on white weapons, would have it turn rare as regal orb does, but with only 1 mod which you build upon.

i.e.

you recipe a vicious infusing orb.

apply it to a storm bow

vicious infusing orb rolls rare storm bow that looks like..

Rare Storm Bow

90%-109%ed
open mod
open mod
open mod
open mod
open mod

from there you could build it using either infusing or exalted orbs.

that better describes the point of my favorite version so far.

things it does well:

~ gives 100% attainable decent outcome that players that choose to do so can work towards.

~ leaves godly off the table.

~ is a fairly large time sink with goals that improve their weapon every time they reach another orb.

~ would give demand to mid range desired mod items even if bad.


things it does bad:

~adds 100% to an otherwise completely odds / roll base system?

~ would effect exalted orb value in some way and would both need balanced around each other even tho they are both interchangeable.
IGN: @Chopatron
Last edited by Chopatron#3662 on Mar 1, 2012, 10:42:24 PM
If the cost is two low then I would either add the cost of a x number of Regals since you are "upgrading" an item, and it is a controlled upgrade, so more than 1 makes sense.

OR make it so that all 5 weapons have to be rare, and the level of the "infuser" is based on the lowest level weapon and lowest level mod value you use (to discourage farming low level rares instead of high level). This would mean you need 5 rare weapons of top level with Merc or higher values to actually get the Merc mod. If you use a lower quality roll then you'll get a lower quality infuser.



Another thing that I think would help keep the random element would be to change this as the result:

Rare Storm Bow

90%-109%ed
open mod
open mod
open mod
open mod
open mod

to:

Rare Storm Bow

90%-109%ed
Random Mod
Random Mod
Random Mod
open mod
open mod


That way you can only craft 3 spots max. Further pushing more items towards decent.

Edit: But with 3 mod spots you can feel more confident that you'll get decent at least. This would also help to serve as a bit of a currency stabilizer because we now have a base line cost for "decent" and the currencies involved can scale from there.
Last edited by Xine#7886 on Mar 1, 2012, 10:23:17 PM
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Xine wrote:
If the cost is two low then I would either add the cost of a x number of Regals since you are "upgrading" an item, and it is a controlled upgrade, so more than 1 makes sense.


i have a bad view of regal atm. i think the whole orb is in a bad place in the game right now. mainly due to the recipes is has vs its rarity, but thats a different topic. its cost needs to be high, near or above exalted per imo. exalted has chance to roll godly , but higher chance to not, and its rarity / cost is still through the roof. this orb being able to 100% roll 2 mods below tier 1 will need to have high cost. not sure of that yet, but def not regal in current state and def not 2.

10x scour + 5 rare weapon with same mod + 1x exalted orb = infusing orb of same mod.

thats around what im thinking to start.

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Xine wrote:
OR make it so that all 5 weapons have to be rare, and the level of the "infuser" is based on the lowest level weapon and lowest level mod value you use (to discourage farming low level rares instead of high level). This would mean you need 5 rare weapons of top level with Merc or higher values to actually get the Merc mod. If you use a lower quality roll then you'll get a lower quality infuser.


agree with this. good thought process. break it before you make it to prevent it from being broken! recipe pays orb with set ilvl it can be used on based on ilvl of items used in recipe. nice =)

"
Another thing that I think would help keep the random element would be to change this as the result:

Rare Storm Bow

90%-109%ed
open mod
open mod
open mod
open mod
open mod

to:

Rare Storm Bow

90%-109%ed
Random Mod
Random Mod
Random Mod
open mod
open mod


That way you can only craft 3 spots max. Further pushing more items towards decent.

Edit: But with 3 mod spots you can feel more confident that you'll get decent at least. This would also help to serve as a bit of a currency stabilizer because we now have a base line cost for "decent" and the currencies involved can scale from there.


i dont want to add randomness to the rolled weapon of a 100% roll target orb. exalted orbs can fill that role and is one of the reason i like the idea so much.

its also 3 free mods that you dont pay for, i think a 1 mod rare to start is also a price to help aid in the cost of the power level of the orb.

keep in mind, my goal isnt to push more decent items out per say, but to make it possible to attain them with enough work.
IGN: @Chopatron
Last edited by Chopatron#3662 on Mar 1, 2012, 10:48:32 PM
The "5x weapons" is a bad idea. It's just a hassle and a major inconvienience to collect, carry and stash sets of items that will be used for nothing other than be "sold" at the vendor.

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Sickness wrote:
The "5x weapons" is a bad idea. It's just a hassle and a major inconvienience to collect, carry and stash sets of items that will be used for nothing other than be "sold" at the vendor.



so you are against saving 5x rare swords (for example) with vicious mod to use said swords to create an orb that allows you to roll 90%-109%ed on a weapon with 100% success?

half the crafting in the game or more is done or linked via vendors and recipes. lol

its not something you will mass, if you read any of the last few thread pages i think you'd pick that up.
IGN: @Chopatron
Last edited by Chopatron#3662 on Mar 2, 2012, 12:39:33 AM
I don't want to be pessimist, but I don't think anyone would _ever_ use your infuser orb (especially if the recipe would require exalted). Weapons with ED around 100% are common enough. As the number of players will grow in OB, so will the amount of these weapons on the market.

To put it bluntly, any more randomness would make situation worse, not better.
(everything IMHO)
Yeah, the problem is that any sort of controlled modification of item mods is extremely powerful. If you restrict it to much it becomes useless, and if you restrict it to little it will be way to powerful. Overall I don't quite see the point. I mean take a look at the trade forum & in game trading, there's a ton of "decent" items which goes for like 1 chaos. I don't even bother to sell +100% ED weapons anymore because they're so common. +~150% ED tier weapons are rather easy to come by in the current economy, which I presume is where the "decent" ballpark area is?
@Chopatron

"vicious infusing orb rolls rare storm bow that looks like..

Rare Storm Bow

90%-109%ed
open mod
open mod
open mod
open mod
open mod

from there you could build it using either infusing or exalted orbs."


I am new so I don't know all of the crafting rules, but is there something to prevent people from using 6 of these orbs on the same weapon for 540%-654% ED?
ROFL_Meat | ROFL_Sorc | ROFL_Sausage
"
Gafgarion wrote:
@Chopatron

"vicious infusing orb rolls rare storm bow that looks like..

Rare Storm Bow

90%-109%ed
open mod
open mod
open mod
open mod
open mod

from there you could build it using either infusing or exalted orbs."


I am new so I don't know all of the crafting rules, but is there something to prevent people from using 6 of these orbs on the same weapon for 540%-654% ED?


Yeah, an item can only have 1 single affix/suffix from the same school.

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