Chop Finale .... ROLL DAY~
" " 40x scour + 4 exalted + some way to get mod = 4x infusing. ed ed/accu +phy ias Rare Storm bow 150%ed +51 acc +18 phys dmg 17% ias open mod open mod thats median rolls of mods. im not real sure what a 150/+18 storm bow or gutsplitter would look like damage wise. maybe a dev could post the numbers or 1 of you know how it calculates. if your rebuttal is that a 150/+18/ias storm bow or gutsplitter or any other tier 1 item is worth 1-2 chaos you are mistaken on prices or dont understand what the orb does. the 100% ed items are indeed commong enough, they are the 1's that you'd need 5 of to create the orb. the point is you can stack the 100%ed with the mid range ed/acc + the physical mod + ias mod to craft a high end decent weapon at a cost that still makes sense. i think you both are missing the draw of the orb. 150% isnt that hard to get as sairony says. the hard part is getting all the mods on 1 weapon, which is what makes items value shoot up. a 150/+18/ias tier 1 is a huge weapon, ive not seen very many at all on the server personally, and pretty sure it would bring its cost in trade fairly easy. edit: this is the main problem us or any group will have at getting anything with a set value into the game. lots of people have a skewed idea of value and expect the cost to be low, which it wont be by any stretch of imagination. i think the same people expecting fusing recipe to be ezmode are in for a rude awakening also. IGN: @Chopatron Last edited by Chopatron#3662 on Mar 2, 2012, 11:51:02 AM
|
![]() |
" what is left in the mod pool after those are gone? Does the the possiblity of that wep plus 2 exalteds seem fair? ROFL_Meat | ROFL_Sorc | ROFL_Sausage
|
![]() |
" there are many mods left to further increase usefulness. crit % crit mult% rarity quantity str accuracy even big resist that you need. same arguement, you also have a skewed inflated value of exalted orb. this will change moving into open beta and further more on release. roll a weapon that looks like this if you want. Storm Bow open mod 50ed/acc +18 phys +ias open mod open mod roll that weapon with infusing and blow 3 exalted and try to hit bloodthirsty or cruel. make a few of those and will give you a better understanding of exalted vs items value, and exalted vs this proposed orb. keep in mind you only have 1 prefix roll to hit. any other prefix roll from exalted 100% ruins the item. the counter part in game currently being regal. 100's of alts = cruel mod Storm Bow 130-149% ed open mod open mod xxxxxxxx (doesnt matter blue suffix, you regal cruel reguardless) open mod open mod Regal has to hit either +phys, ed/accu, or ias more optimism here. 130-149% ed +29 phys open mod xxxxxxxx open mod open mod so now you have a 140ish%/+29. this is after some extreme luck with both alts and regal. id expect to roll 10+ cruel storm bows for regal to have a decent chance at hitting +phy, ed/acc, or ias. which is like 2k-4k alteration for 10x cruel lol. now you exalted the regal hit to hit ed/acc or ias. to make it easy we stay with the 10 roll to hit. only 1 prefix left. so 10x cruel bows @ 10 regal + 2k-4k alts = 1 exalt worthy target x 10 exalteds to hit ed/accu on the regal hits so 100 regal + 20k-40k alteration +10 exalted = 3rd mod hit. = 1 hit cruel + ed/acc + phys 130-149% ed 70% ed/acc +29 phys xxxxxxxx open mod open mod so in really vague optimistic theory 100 regal +20-40k alteration + 10x exalted would have a decent chance to yield. Storm Bow 200%+ ed acc +29 phys open open open (still very optimistic with regal hitting razor sharp and exalted hitting conq, both tier 1 mods this is what a 3/4 godly craft would look like) vs Rare Storm bow 150%ed +51 acc +18 phys dmg 17% ias open mod open mod @ 40x scour + 4x exalted + (junk for vendor) does that explain it better? IGN: @Chopatron Last edited by Chopatron#3662 on Mar 2, 2012, 12:34:53 PM
|
![]() |
@Chopatron
I am at work so I am sorry that I am not very precise. I am also new to the game so I have a tendency to ask/say dumb things, but I like reading these threads a lot. My question was mostly about what other mods are available. You choose 4, obviously the best 4 for damage and I was wondering what was left. If there weren't a lot of mods left, then you could use 2 exalteds rather than the expensive infusing recipe to pick up the last two mods. ROFL_Meat | ROFL_Sorc | ROFL_Sausage
|
![]() |
" understandable, item mods are on left of website under item data - prefix / suffix rares have max 3 prefix and 3 suffix. post above yours i went into detail of comparing roll avenues. IGN: @Chopatron
|
![]() |
@Chopatron
Was all of that an edit? I swear I read all of it. Anyways, that helps a lot. Thank you for your thoroughness and time spent on the forums after cashing out. Do you have plans to start playing again with the release of 6th char/OB/full game? ROFL_Meat | ROFL_Sorc | ROFL_Sausage
|
![]() |
" yes, was a big edit lol. i got going and just kept going ... i call them "Chopagraphs" i hope to explore my alpha invite sometime in the near future, and will try to stay active in the forums if nothing else. IGN: @Chopatron
|
![]() |
This is an amazing thread. Keep it up guys. As an avid player who is mildly retarded when it comes to economy analysis, I find all this fascinating.
|
![]() |
Regardless of how GGG addresses the economy issues we hope that they do. For the naysayers out there I would like to know why you think that the following problems are not problems or how you would solve them:
1) Currency Value is way out of wack. The value of currency in this game is determined by how efficiently it will help you to gear your character out. The odds of the current currency will result in an economy where it takes more inventory and stash space than you have to buy the top tier items with said currency. This will result in items being one of the only reasonable currencies in the game which will hinder trading when you have an awesome bow, but the person you need your item from wants a 2H. 2) Unspent currency is worth more than spent currency. Spending your currency in this game on items will without fail reduce your current worth by a HUGE margin. Chop dropped his worth by well over 1000%. If any economy is to thrive it's currency has to be price right. Currently the currency is worse than buying a car and driving it off the lot. 3) Different segments of players. Casual side would love to be able to roll a full stack of alchemists and come up with a good item. But they're happy with that because they don't play enough to need/expect "Godly" tier. It would take them months still to gear out their character. The more hardcore would hate that because it would take them days to gear out their character and then they'd move on. In order to maintain a member base you have to find a solution that enables both sides to get what they're looking for. What is currently missing is the casual side, and anyone who leans that direction. Last edited by Xine#7886 on Mar 2, 2012, 5:39:38 PM
| |
I hate randomness, i don't want randomness, I want steady progress towards the godly items. I want to farm a lot, I want to trade a lot to get closer to the end, but I definitely don't want to play against the random generator with chance like 1 in 100 millions.
Randomness doesn't keep players playing, it only alienates them and makes them hate the game after wasting hundreds/thousands of orbs to get nothing in the end. Sorry, but current system _does not_ lead to long term player satisfaction. Last edited by lazyman75#5339 on Mar 2, 2012, 5:53:01 PM
|
![]() |