New Currency Item - To Copy & Transfer Modifiers

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Snorkle_uk wrote:
Spoiler
I would love this orb, I could jump this to a platinum kris




but I feel like the orb would be so powerful and be used to create so many op items that if GGG put it in it would be more rare than an eternal orb and I would probably never find one or be able to afford to use it and neither would you op, sadly. The amount of good rolls I get on bad base items, I think you might multiply the number of great items on the server by a number larger than 2, which is a pretty serious blow to item scarcity.

You got to remember that this is a game where we currently cant even level most of our characters due to efforts to keep loot under control, as much as I like the idea I just don't see them going for it, and they might be right.
Snorkle_uk, thank you for contributing! I was beginning to lose faith in this community completely. What, a useful currency item, GTFO? Also, thank you for linking an item as an example!

I understand your concerns about potential OP-ness. My reasoning on this is: if you already have found a weapon/armor with specific modifiers, how is a new base type for those modifiers going to make the new item any more OP than the original item? The new item is essentially the old item, just with a new base type.

Obviously, if you were to move the modifiers from your Grim Shatter Spiny Maul onto a Platinum Kris, you would lose the massive physical damage inherent on the Spiny Maul. Also, if the Platinum Kris has an itemlevel that is incompatible with one or more of the modifiers on the Grim Shatter, there would have to be some reasonable adjustments made to the modifier numbers (or maybe the 'transformation' could not occur at all). Also, the Stun Duration modifier on the Grim Shatter would not be able to move onto a Platinum Kris, only the additional modifiers (at least this is how I would expect the mechanic to work).

There are a lot of little details that could help to balance a currency item like this.

Heck, since GGG likes randomness so much, they could throw in something like "currency item has a random chance to fail and destroy your item". So that, in order to transfer modifiers, you have to take the risk of losing the original item completely (probably the currency item as well). If you get lucky, you acquire a more useful item for your class/build, and the original item is still destroyed/scoured. If you get unlucky, you lose the original item and (probably) the currency item. Oh well though, you most likely weren't using the lost item to begin with.
TY to those who called me out on my BS on these forums. There is no benefit to being so selfish as to fail to acknowledge others' differing beliefs of what "should be" or believe your own opinions so supreme as to be factual and thus dismiss others' opinions as being somehow a lie or delusional.
Last edited by Perfect_Black#6704 on Sep 6, 2013, 7:18:25 AM
I agree we need less randomness in crafting, but I don't find the way this orb works to be very intuitive due to all the hidden hard limits.
Last edited by Novalisk#3583 on Sep 5, 2013, 8:58:27 AM
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Novalisk wrote:
I agree we need less randomness in crafting, but I don't find the way this orb works to be very intuitive due to all the hidden hard limits.
What would be intuitive to you? I am trying to come up with realistic balancing rules so that the Orb could actually be viable to implement (if someone from GGG so happens to like the idea enough to go for it).

Personally, I would want this Orb (or vendor recipe) to be balanced in such a way that it could be far less rare than an Exalted Orb and be able to be used by the average player.

It would be great if the Orb (or Vendor recipe) could help players out in race events. If someone doesn't get lucky enough to find an appropriate weapon fast enough but is able to find a White base weapon of an appropriate type and a Rare item of an inappropriate type, they could move the mods from the inappropriate Rare item onto the appropriate White item. Or maybe someone finds a more appropriate piece of armor than the Magic/Rare one that they are already wearing, and maybe it has sockets they would prefer; they could have the opportunity to transfer the mods from their current armor onto their preferred armor.
TY to those who called me out on my BS on these forums. There is no benefit to being so selfish as to fail to acknowledge others' differing beliefs of what "should be" or believe your own opinions so supreme as to be factual and thus dismiss others' opinions as being somehow a lie or delusional.
Last edited by Perfect_Black#6704 on Sep 6, 2013, 7:25:08 AM
Intuitive would be that it doesn't need extensive reading in order to know its limitations.
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Novalisk wrote:
Intuitive would be that it doesn't need extensive reading in order to know its limitations.
I see. Well, to avoid the mechanic from being overly powerful, there would have to be limitations. I am just trying to be thorough with my idea, so that people can understand more fully how I think that the mechanic should work. I'm sure GGG developers would come up with an appropriately vague and brief description for the Orb, if it were to be implemented. It would then be up to the player to experiment with and research the Orb (or vendor recipe) in order to fully understand how it works (if they can't understand it already).

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Novalisk wrote:
...so it should be as simple and straight-forward as possible...
"Allows Exiles to transfer the modifiers of a Magic or Rare item onto a new White base item."

Internally, there absolutely would have to be simple limitations though, in order for this mechanic to be balanced. You can't dumb it down to the point of just letting any modifier be transferred. Anyone and everyone should know that they shouldn't be able to transfer an incompatible modifier onto an item. If the itemlevel or 'modifier pool' of the destination item is not compatible with a modifier on the source item (AKA, the modifier cannot spawn naturally on the destination item), then that modifier cannot be transferred. This is simple and expected behavior, imo. It is not complex at all. These are necessary functionalities for the sake of balance.

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Novalisk wrote:
As a vendor recipe it might work, since people who use vendor recipes usually know what they're getting themselves into.
Either way, the mechanic should work the same way. However, I totally agree with you that a vendor recipe would likely lead to less player confusion and waste. One weird side effect of a vendor recipe might be that players could be able to see the new item before they commit to crafting it, which seems almost too convenient to me.
TY to those who called me out on my BS on these forums. There is no benefit to being so selfish as to fail to acknowledge others' differing beliefs of what "should be" or believe your own opinions so supreme as to be factual and thus dismiss others' opinions as being somehow a lie or delusional.
Last edited by Perfect_Black#6704 on Sep 6, 2013, 6:57:53 AM
That's not the right philosophy with orbs since they drop for the player and therefore encourage use, so it should be as simple and straight-forward as possible. I tried to come up with a simple description for your idea but it just won't work, especially since it destroys an item.

As a vendor recipe it might work, since people who use vendor recipes usually know what they're getting themselves into.
Oh, it wouldn't really be all that difficult to coin a description, something like this:

'Transfers mods on another base item overwriting the mods on target and destroying the source. Target item must be of same or lower required level and be able to roll all of the mods in question.'

So if it can't have the mods due to item type or item level the orb will refuse to work, just like when trying to craft an item while the gems are still inside.

Also, don't think it would be OP, it would be fairly rare and it's just another good rare spawned on server after all, who cares if it's an axe or a dagger. It would pretty much solve the problem of getting required mods on hybrid gear, ever tired to get a good fighter or caster staff? It's a nightmare.
Wish the armchair developers would go back to developing armchairs.

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Bump. Thank you for contributing, raics. :)
TY to those who called me out on my BS on these forums. There is no benefit to being so selfish as to fail to acknowledge others' differing beliefs of what "should be" or believe your own opinions so supreme as to be factual and thus dismiss others' opinions as being somehow a lie or delusional.
I've come up with this ide, only to find I am not the first one. I really like this idea.

here are some thoughts:
orb will work only if the same types of mods (and their extent) can be rolled on the item you are transferring them to. iLVL must be adequate too. Cant just pick up a ilvl 50 item and transfer tyrannical on it. Also converting %evasion to %ES or % armor is not a good idea either. So if you are using mods from an eva chest u must transfer to a new eva chest.

orb will have to have a drop rate between eternal and mirror, so its worth in trading would be somewhere in between. This orbs minimal value should be 10 ex. The mechanics of the orb effect is not of a gambling kind, so its price should be high, hence the drop rate very low.

Imagine if I could transfer these mods


to an imbued wand :)

bah it wouldn't work (if the orb was made according to the constraints I've written down) since max ias u can roll on wand is 13-16 :(.





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