Chop Finale .... ROLL DAY~
" I like this idea but the item being improved needs a slight chance of breaking at some point |
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" i see the possibilities with it, and also see the definite deed for caps. i doubt any system will be implemented that gives 100% results to the top, so would be another # to track on items of how many times its been modified just like whetstones. it was impossible for me to buy a 200%+ weapon cause nobody would sell. with a system that you suggest it would then have been possible for me to get that within reason, even with very high cost. im pretty sure ggg is against this. randomness for godly is the name of the game, always has been. i am brainstorming to better the mid level to make the randomness farming better for the hardcore and not impossible for the casual. they could cap recipe'd weapons from your recipes at 170% and it be ok with high cost imo, but if people are expecint to be able to recipe/upgrade all the way to 200-223% i think thats in vain. i see tons of possibilities with recipes + items like you say. xx + xx + xx + chest = +5% rarity/quantity etc. or resist etc. that also cuts way way way down on randomness of needing to roll those mods to begin with, thus price would have to be astronomical. IGN: @Chopatron
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I think the idea of item having a chance to reroll or downgrade after some point would still keep the truly godly items in the next-to-impossible-to-get realm.
And of course, price of the craft could go up after certain "break points", like .. 1 chaos for +1 rarity if the item has 0-5, 2x in 5-10 range, 4x in 10-15 , etc. If the ingredients needed would scale exponentially (2^x), you'd still be able to tweak your beloved item to perfection, just with really high cost in the end. And with the chance for the recipe to fail and downgrade the item instead, it would take some serious dedication to make item truly perfect. Last edited by lazyman75#5339 on Mar 1, 2012, 5:55:52 PM
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" this is what im trying to help. im trying to find ways to let it be easier to get upgrades while leveling up and when playing at high level at the mid level (items casuals would be happy with). right how it scales way to high towards end game elite godly items, and could relax a bit in the middle of the curve. low quality ---------------------------decent--------godly i think we could get it closer to low quality -------------decent----------------------godly help during leveling with decent upgrades. help causals actually be able to craft decent things and not rage quit. keep the initial feeling of crafting being fun. still keep godly items super rare. thats the goals i work towards. edit: i dont like the item breaking on upgrade system. i hated that in TL. im against current socket and fusing systems for the same reason. i want to move forward at a cost, be it randomness or currency. i dont want to start over from bad luck. IGN: @Chopatron Last edited by Chopatron#3662 on Mar 1, 2012, 6:02:54 PM
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I just wonder if they will make Quality have a bigger importance in game. Quality influence like
- Higher quality = better mod - Add quality on item with mod = chance of rising 1 point or 1% of the mod ammount and such would make it worth more, as the already announced - higher quality = higher chance of link with fuses by devs Because life is short, you shall make rains of all sort - Amarena, the Iron Man
- My IRON MAN witch build video: http://www.youtube.com/watch?v=JJOUcu0ioL4 - Do you want your witch wearing PANTS? check http://www.pathofexile.com/forum/view-thread/19769 |
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" yep could be, it also consumes the quality thus making it a sink for % adding items? IGN: @Chopatron
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Re: Scour 3.0
1) You could have the "capture" portion downgrade the damage 1-2 tiers. So if you choose to build an item by specifically picking and choosing then you're going to have to settle for numbers 1-2 tiers lower. Then make it so that you can only apply these scours to existing items if the mod doesn't exist to limit the number of customizations you can do. This would allow "decent" items to be crafted with some effort. It would make some think about if they really wanted to destroy an item for 1-2 tiers lower. And prevent any Godly items from ever being hand crafted. 2) Mixing some above ideas: You could have a simple recipe to get an orb for a specific mod. IE - 10 scours + 3-5 rare items with the same mod = 1 "infuser" with that mod. That "infuser" can then be applied to any rare but it will roll for it's tier with a low chance for godly tier. You could then repeat that for a different mod. If you add 2 mods to an item at a 1/500 chance for top tier you're looking at a 1/250,000 chance to craft a top tier item. But you'll at least get the stats you want, just not the highest modifiers. So you get "decent" | |
" now we cookin with gas! would prolly cap it at 2-3 levels below max. i.e. ed would be vicious and ed/acc mercenaries. so in theory you could infuse : 10 scour + 5 vicious weapons = 1 vicious infuser 90%-109%ed 10 scour + 5 mercenaries weapons = 1 merc infuser 45ed to 54ed/51 to 64accu 10 scour + 5 gleaming weapons = 1 gleaming infuser +17-20 physical dmg for 1 weapon that ends up looking like : 135%-163%ed +51-53 acc +17-20 phys dmg needs cost worked on, 10x scour and 5 items isnt enough. would have to be near exalted in cost or maybe even more. need more insight on that. would force it to be put on white base, would make infuse turn rare, and and have the option to exalt last 3 mods or infuse more. i do believe we have something on the line that actually has a chance to go somewhere! nice work. IGN: @Chopatron Last edited by Chopatron#3662 on Mar 1, 2012, 9:28:51 PM
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I think theres some very interesting discussion going on here, and I'm not trying to quash that, but you seem to be overlooking one factor which makes the potential orb that you're discussing break the mod balance in half.
Certain mods can only exist on certain types of items. In some cases this is for purely practical reasons, such as not getting local damage increase on flasks, because they'd have no effect, but a big part of that is balance. We've very carefully built a system so that a witch, for example, can't have spell damage mods on every gear slot (NOTE: I don't actually know for sure if that specifically is the case, although I strongly suspect it is - this is just an example). If there is a way to remove a mod from one item, and then put it on a different item then so far as I can work out, one of two things happens:
That doesn't mean there aren't ways that similar functionality could be achieved, but I thought I'd point this out so you can keep it in mind as you discuss possibilities here, as this aspect seems to have been largely ignored in the conversation so far. | |
" edit: 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. (the post right above your post) ---------------------------------------------------------- i dont think we made it that far yet =) the first situation would definitely be out of the question. as you'd have redic double stack d2 items like enigma bramble, but would instead be +100ed gloves or rings etc. knew that was out. second situation you listed is closer to something that could actually be worked on i believe. even if it were to only start as a weapon only orb in much the same way whetstones are. it would still be an enormous step in the right direction. if it works better we can continue talking with "infusing orb" only working on weapons, and leave the later problems for a later discussion. 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 =) thanks much for the insight. IGN: @Chopatron Last edited by Chopatron#3662 on Mar 1, 2012, 9:57:46 PM
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