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Post by illistyl on Sept 24, 2013 14:24:13 GMT -8
One thing from runics I wouldn't mind seeing removed is lower requirements. Needing strength to use something should be like needing magery to cast spells. should be part of your planned template.
And another puzzling thing, always makes me wonder where the truth is. Luck. I remember reading a message on stratics forums when I played Europa. From one of the OSI devs. Something like 'monster loot is determined when the monster is spawned'. This would mean luck had no influence on loot.
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Post by Amairgen on Sept 24, 2013 16:38:45 GMT -8
Okay - we are sliding off the topic here - but to answer you questions about 'Luck' . . . here is how 'Luck' affects your chane to get an Artifact drop from the Tradian monsters on Tartarus.
public static void GiveArtifactTo( Mobile m ) { if ( m.Luck <= 50 ) { 2% Chance } if ( m.Luck <= 100 ) { 5% Chance } if ( m.Luck <= 200 ) { 6% Chance } if ( m.Luck <= 300 ) { 7% Chance } if ( m.Luck <= 400 ) { 8% Chance } if ( m.Luck <= 500 ) { 9% Chance } if ( m.Luck <= 600 ) { 10% Chance } if ( m.Luck <= 700 ) { 15% Chance } if ( m.Luck <= 750 ) { 18% Chance } if ( m.Luck >= 751 ) { 20% Chance } }
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Post by Amairgen on Sept 24, 2013 17:40:08 GMT -8
Okay - back on topic.
This shows the direction I would like to go (open for discussion). The intention is to make the various resources more interesting with some specific individual benefits. Granted - the rarer to find harder to work with resources will always have stronger properties.
So . . here is a peek at the ResourceInfo file I am working one.
Remember: 1) This file controls what properties each resource will pass to the Weapons and Armor made from it.
2) If a Runic tool is used then additional properties can be added and/or some of the ones below may be changed.
3) After the item has been crafted Spellcrafting or Disenchantment can be used to make further changes.
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ORE:
Iron - General WeaponSwingSpeed = 1; WeaponHitChance = 1;
DullCopper - Mace Aligned ArmorLuck = 6; ArmorLowerRequirements = 40; ArmorDurability = 20; WeaponSwingSpeed = 3; WeaponHitChance = 5; WeaponDurability = 15; WeaponDirectDamage = 5; RunicMinAttributes = 3; RunicMaxAttributes = 3; RunicMinIntensity = 50; RunicMaxIntensity = 90;
ShadowIron - Sword Aligned ArmorLuck = 6; ArmorLowerRequirements = 40; ArmorDurability = 20; WeaponSwingSpeed = 4; WeaponHitChance = 4; WeaponDurability = 15; WeaponFireDamage = 5; RunicMinAttributes = 3; RunicMaxAttributes = 3; RunicMinIntensity = 50; RunicMaxIntensity = 90;
Copper - Fencing Aligned ArmorLuck = 6; ArmorLowerRequirements = 40; ArmorDurability = 20; WeaponSwingSpeed = 5; WeaponHitChance = 3; WeaponDurability = 15; WeaponPoisonDamage = 5; RunicMinIntensity = 50; RunicMaxIntensity = 90;
Bronze - Mace Aligned ArmorLuck = 7; ArmorLowerRequirements = 50; ArmorDurability = 30; ArmorPhysicalResist = 2; WeaponSwingSpeed = 4; WeaponHitChance = 6; WeaponDamage = 5; WeaponDurability = 20; WeaponDirectDamage = 10; RunicMinAttributes = 3; RunicMaxAttributes = 4; RunicMinIntensity = 55; RunicMaxIntensity = 90;
Golden - Sword Aligned ArmorLuck = 7; ArmorLowerRequirements = 50; ArmorMage = 1; ArmorDurability = 30; ArmorFireResist = 2; WeaponSwingSpeed = 5; WeaponHitChance = 5; WeaponDamage = 5; WeaponDurability = 20; WeaponFireDamage = 10; RunicMinAttributes = 3; RunicMaxAttributes = 4; RunicMinIntensity = 55; RunicMaxIntensity = 90;
Agapite - Fencing Aligned ArmorLuck = 7; ArmorLowerRequirements = 50; ArmorDurability = 30; ArmorPoisonResist = 3; WeaponSwingSpeed = 6; WeaponHitChance = 4; WeaponDamage = 5; WeaponDurability = 20; WeaponPoisonDamage = 10; RunicMinAttributes = 3; RunicMaxAttributes = 4; RunicMinIntensity = 55; RunicMaxIntensity = 90;
Verite - Mace Aligned ArmorLuck = 8; ArmorLowerRequirements = 60; ArmorDurability = 40; ArmorPhysicalResist = 4; WeaponSwingSpeed = 6; WeaponHitChance = 8; WeaponDamage = 10; WeaponDurability = 25; WeaponDirectDamage = 15; RunicMinAttributes = 4; RunicMaxAttributes = 5; RunicMinIntensity = 65; RunicMaxIntensity = 90;
Valorite - Sword Aligned ArmorLuck = 8; ArmorLowerRequirements = 60; ArmorDurability = 40; ArmorFireResist = 4; WeaponSwingSpeed = 7; WeaponHitChance = 7; WeaponDamage = 10; WeaponDurability = 25; WeaponFireDamage = 15; RunicMinAttributes = 4; RunicMaxAttributes = 5; RunicMinIntensity = 65; RunicMaxIntensity = 90;
Silver - Fencing Aligned ArmorLuck = 8; ArmorLowerRequirements = 60; ArmorDurability = 40; ArmorPoisonResist = 4; WeaponSwingSpeed = 8; WeaponHitChance = 6; WeaponDamage = 10; WeaponDurability = 25; WeaponPoisonDamage = 15; RunicMinAttributes = 4; RunicMaxAttributes = 5; RunicMinIntensity = 65; RunicMaxIntensity = 90; Platinum - Mace Aligned ArmorLuck = 9; ArmorLowerRequirements = 70; ArmorDurability =55; ArmorPhysicalResist = 5; WeaponSwingSpeed = 8; WeaponHitChance = 10; WeaponDamage = 15; WeaponDurability = 30; WeaponDirectDamage = 20; RunicMinAttributes = 6; RunicMaxAttributes = 6; RunicMinIntensity = 75; RunicMaxIntensity = 100;
Obsidian - Sword Aligned ArmorLuck = 9; ArmorLowerRequirements = 70; ArmorDurability = 55; ArmorFireResist = 5; WeaponSwingSpeed = 9; WeaponHitChance = 9; WeaponDamage = 15; WeaponDurability = 30; WeaponFireDamage = 20; RunicMinAttributes = 6; RunicMaxAttributes = 6; RunicMinIntensity = 75; RunicMaxIntensity = 100;
Mythril - Fencing Aligned ArmorLuck = 9; ArmorLowerRequirements = 70; ArmorDurability = 55; ArmorPoisonResist = 5; WeaponSwingSpeed = 10; WeaponHitChance = 8; WeaponDamage = 15; WeaponDurability = 30; WeaponPoisonDamage = 20; RunicMinAttributes = 6; RunicMaxAttributes = 6; RunicMinIntensity = 75; RunicMaxIntensity = 100;
Tradium - General ArmorLuck = 10; ArmorLowerRequirements = 80; ArmorDurability = 70; ArmorPhysicalResist = 5; ArmorFireResist = 5; ArmorColdResist = 5; ArmorPoisonResist = 5; ArmorEnergyResist = 5; WeaponSwingSpeed = 15; WeaponHitChance = 15; WeaponDamage = 20; WeaponDurability = 40; WeaponDirectDamage = 20; WeaponFireDamage = 15; WeaponColdDamage = 10; WeaponPoisonDamage = 15; RunicMinAttributes = 8; RunicMaxAttributes = 8; RunicMinIntensity = 90; RunicMaxIntensity = 100;
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LEATHER:
Spined RunicMinAttributes = 1; RunicMaxAttributes = 3; RunicMinIntensity = 40; RunicMaxIntensity = 90;
Horned ArmorLuck = 5; ArmorDurability = 20; RunicMinAttributes = 3; RunicMaxAttributes = 4; RunicMinIntensity = 45; RunicMaxIntensity = 90;
Barbed ArmorLuck = 6; ArmorDurability = 30; RunicMinAttributes = 3; RunicMaxAttributes = 4; RunicMinIntensity = 50; RunicMaxIntensity = 90;
Dragon ArmorLuck = 7; ArmorDurability = 40; ArmorLowerRequirements = 60; ArmorPhysicalResist = 2; ArmorFireResist = 1; ArmorPoisonResist = 1; ArmorEnergyResist = 1; RunicMinAttributes = 5; RunicMaxAttributes = 5; RunicMinIntensity = 60; RunicMaxIntensity = 90; Daemon ArmorLuck = 8; ArmorDurability = 55; ArmorLowerRequirements = 70; ArmorPhysicalResist = 3; ArmorFireResist = 2; ArmorColdResist = 2; ArmorPoisonResist = 2; ArmorEnergyResist = 2; RunicMinAttributes = 5; RunicMaxAttributes = 6; RunicMinIntensity = 70; RunicMaxIntensity = 90;
Tradisaur ArmorLuck = 10; ArmorDurability = 70; ArmorLowerRequirements = 80; ArmorPhysicalResist = 5; ArmorFireResist = 4; ArmorColdResist = 4; ArmorPoisonResist = 4; ArmorEnergyResist = 4; RunicMinAttributes = 7; RunicMaxAttributes = 7; RunicMinIntensity = 90; RunicMaxIntensity = 100;
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SCALES:
RedScales ArmorFireResist = 10; ArmorColdResist = -3;
YellowScales ArmorPhysicalResist = -3; ArmorLuck = 20;
BlackScales ArmorPhysicalResist = 10; ArmorEnergyResist = -3;
GreenScales ArmorFireResist = -3; ArmorPoisonResist = 10;
WhiteScales ArmorPhysicalResist = -3; ArmorColdResist = 10;
BlueScales ArmorPoisonResist = -3; ArmorEnergyResist = 10;
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WOOD:
Pine ArmorLuck = 6; ArmorLowerRequirements = 40; ArmorDurability = 20; WeaponSwingSpeed = 3; WeaponHitChance = 5; WeaponDurability = 15; WeaponColdDamage = 2; RunicMinAttributes = 2; RunicMaxAttributes = 2; RunicMinIntensity = 45; RunicMaxIntensity = 90;
Oak ArmorLuck = 6; ArmorLowerRequirements = 40; ArmorDurability = 20; WeaponSwingSpeed = 3; WeaponHitChance = 5; WeaponDurability = 15; WeaponDirectDamage = 2; RunicMinAttributes = 2; RunicMaxAttributes = 3; RunicMinIntensity = 45; RunicMaxIntensity = 90;
Ash ArmorLuck = 6; ArmorLowerRequirements = 40; ArmorDurability = 20; WeaponSwingSpeed = 3; WeaponHitChance = 5; WeaponDurability = 15; WeaponFireDamage = 2; RunicMinAttributes = 2; RunicMaxAttributes = 3; RunicMinIntensity = 45; RunicMaxIntensity = 90;
Cedar ArmorLuck = 6; ArmorLowerRequirements = 40; ArmorDurability = 20; WeaponSwingSpeed = 3; WeaponHitChance = 5; WeaponDurability = 15; WeaponPoisonDamage = 2; RunicMinAttributes = 2; RunicMaxAttributes = 3; RunicMinIntensity = 45; RunicMaxIntensity = 90;
Cherry ArmorLuck = 7; ArmorLowerRequirements = 50; ArmorDurability = 30; ArmorPhysicalResist = 2; WeaponSwingSpeed = 4; WeaponHitChance = 6; WeaponDamage = 4; WeaponDurability = 20; WeaponColdDamage = 10; RunicMinAttributes = 3; RunicMaxAttributes = 4; RunicMinIntensity = 55; RunicMaxIntensity = 90; Mahogany ArmorLuck = 7; ArmorLowerRequirements = 50; ArmorDurability = 30; ArmorPhysicalResist = 2; WeaponSwingSpeed = 4; WeaponHitChance = 6; WeaponDamage = 4; WeaponDurability = 20; WeaponDirectDamage = 10; RunicMinAttributes = 3; RunicMaxAttributes = 4; RunicMinIntensity = 55; RunicMaxIntensity = 90;
Yew ArmorLuck = 7; ArmorLowerRequirements = 50; ArmorDurability = 30; ArmorPhysicalResist = 2; WeaponSwingSpeed = 4; WeaponHitChance = 6; WeaponDamage = 4; WeaponDurability = 20; WeaponPoisonDamage = 10; RunicMinAttributes = 3; RunicMaxAttributes = 4; RunicMinIntensity = 55; RunicMaxIntensity = 90;
Heartwood ArmorLuck = 7; ArmorLowerRequirements = 50; ArmorDurability = 30; ArmorPhysicalResist = 2; WeaponSwingSpeed = 4; WeaponHitChance = 6; WeaponDamage = 4; WeaponDurability = 20; WeaponFireDamage = 10; ArmorMage = 1; WeaponLowerRequirements = 20; RunicMinAttributes = 3; RunicMaxAttributes = 4; RunicMinIntensity = 55; RunicMaxIntensity = 90;
Bloodwood ArmorLuck = 8; ArmorLowerRequirements = 60; ArmorDurability = 40; ArmorPhysicalResist = 4; WeaponSwingSpeed = 6; WeaponHitChance = 8; WeaponDamage = 9; WeaponDurability = 25; WeaponDirectDamage = 15; RunicMinAttributes = 4; RunicMaxAttributes = 5; RunicMinIntensity = 65; RunicMaxIntensity = 90;
Frostwood ArmorLuck = 9; ArmorLowerRequirements = 70; ArmorDurability = 55; ArmorPhysicalResist = 5; WeaponSwingSpeed = 6; WeaponHitChance = 8; WeaponDamage = 9; WeaponDurability = 25; WeaponColdDamage = 15; RunicMinAttributes = 5; RunicMaxAttributes = 5; RunicMinIntensity = 75; RunicMaxIntensity = 90;
Taxwood ArmorLuck = 9; ArmorLowerRequirements = 70; ArmorDurability = 55; ArmorPhysicalResist = 5; WeaponSwingSpeed = 10; WeaponHitChance = 8; WeaponDamage = 24; WeaponDurability = 30; WeaponPoisonDamage = 20; RunicMinAttributes = 6; RunicMaxAttributes = 6; RunicMinIntensity = 75; RunicMaxIntensity = 100;
Tradified ArmorLuck = 10; ArmorLowerRequirements = 80; ArmorDurability = 70; ArmorPhysicalResist = 5; ArmorFireResist = 5; ArmorColdResist = 5; ArmorPoisonResist = 5; ArmorEnergyResist = 5; WeaponSwingSpeed = 15; WeaponHitChance = 15; WeaponDamage = 44; WeaponDurability = 40; WeaponDirectDamage = 20; WeaponFireDamage = 15; WeaponColdDamage = 10; WeaponPoisonDamage = 15; RunicMinAttributes = 8; RunicMaxAttributes = 8; RunicMinIntensity = 90; RunicMaxIntensity = 100;
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Post by fightingferret on Sept 24, 2013 18:11:24 GMT -8
OK... here's my questions.
1) Does being exceptionally made still add 15% resistances (randomly assigned to all 5 resistances) to armor and 35% to damage increase on weapons? Also does GM Arms Lore still grant a random 5% to resistances (armor) and 5% to damage increase (weapons)?
2) Are the base properties of the underlying items ( a ring mail tunic (phys:3,fire:3,cold:1,pois:5,ener:3, for example) going to stay as they are? Basically everything is averaging out to 15 resists per piece of armor. So any armor piece made from tradium/tradisuar/tradified will have resistances of: 15(base) + 25 (material, ok 21 for leather) + 15(exceptional) + 5(gm arms lore) = 60 total resists per piece, which can further be enhanced via spell crafting to add another 50 resists (max 10 per resist) for a grand total of 110 per piece?
3) The damage type listed under weapons... is that a percentage or a hard number? (example: WeaponColdDamage) if it's a percentage... which i think it is... then how come it doesn't add up to 100 under tadium/tradified?
All I can think of for now....
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Post by Amairgen on Sept 24, 2013 21:00:22 GMT -8
1) Does being exceptionally made still add 15% resistances (randomly assigned to all 5 resistances) to armor and 35% to damage increase on weapons? Also does GM Arms Lore still grant a random 5% to resistances (armor) and 5% to damage increase (weapons)? Being Exceptioanl will add randomly to all resists but all armor will begin with a lower resist amount if not exceptional. Result is - Leather will have very little resist and Plate will have les than it currently does. Remember: Runics will improve this some but Spellcrafting can add up to 15% on each resist. A good crafter using god resources and spellcrafting will become your friend. 2) Are the base properties of the underlying items ( a ring mail tunic (phys:3,fire:3,cold:1,pois:5,ener:3, for example) going to stay as they are? Basically everything is averaging out to 15 resists per piece of armor. So any armor piece made from tradium/tradisuar/tradified will have resistances of: 15(base) + 25 (material, ok 21 for leather) + 15(exceptional) + 5(gm arms lore) = 60 total resists per piece, which can further be enhanced via spell crafting to add another 50 resists (max 10 per resist) for a grand total of 110 per piece? The Base properties will be changing a bit as well to make this entire revamp fit together. 3) The damage type listed under weapons... is that a percentage or a hard number? (example: WeaponColdDamage) if it's a percentage... which i think it is... then how come it doesn't add up to 100 under tadium/tradified? The elemental damages can each go up to 100% damage. They are not grouped together like the Resists are. Edit: this is wrong - Elemental damages combined will equal 100%
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Post by fightingferret on Sept 25, 2013 5:36:41 GMT -8
So theoretically... a weapon could do 500% damage by having 100% in all 5 types?
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Post by Amairgen on Sept 25, 2013 7:46:35 GMT -8
So theoretically... a weapon could do 500% damage by having 100% in all 5 types? I stand corrected - on triple checking elemental damages combined can only total to 100% the Elamental Damage known as 'Physical Damage' gets added to complete the calculation where needed.
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Post by Amairgen on Sept 25, 2013 8:51:40 GMT -8
Okay . . here is another contributing factor. This is what Runics add to weapons and armor:
AttackChance 1 - 15 CastSpeed 1 - 1 DefendChance 1 - 15 HitDispel 2 - 20 HitLeechHits 2 - 15 HitLeechMana 2 - 15 HitLeechStam 2 - 15 HitLowerAttack 2 - 20 HitLowerDefend 2 - 20 LowerStatReq 10 - 80 Luck 1 - 100 ResistColdBonus 1 - 15 ResistEnergyBonus 1 - 15 ResistFireBonus 1 - 15 ResistPhysicalBonus 1 - 15 ResistPoisonBonusn 1 - 15 Slayer Weapon Random WeaponDamage 1 - 20 WeaponSpeed 5 - 25
In addition to the above, they can add Skill Bonues of 1 - 5 and various values for Elemental Damages
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Post by illistyl on Sept 25, 2013 9:58:11 GMT -8
Remember: 1) This file controls what properties each resource will pass to the Weapons and Armor made from it.
2) If a Runic tool is used then additional properties can be added and/or some of the ones below may be changed.
Tradium - General ArmorLuck = 10; ArmorLowerRequirements = 80; ArmorDurability = 70; ArmorPhysicalResist = 5; ArmorFireResist = 5; ArmorColdResist = 5; ArmorPoisonResist = 5; ArmorEnergyResist = 5; WeaponSwingSpeed = 15; WeaponHitChance = 15; WeaponDamage = 20; WeaponDurability = 40; WeaponDirectDamage = 20; WeaponFireDamage = 15; WeaponColdDamage = 10; WeaponPoisonDamage = 15; RunicMinAttributes = 8; RunicMaxAttributes = 8; RunicMinIntensity = 90; RunicMaxIntensity = 100;
So...Making a weapon from tradium will give 8 runic properties? Then making one with a tradium runic hammer will add 7 more, 15 runic properties?
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Post by Amairgen on Sept 25, 2013 13:23:12 GMT -8
So...Making a weapon from tradium will give 8 runic properties? Then making one with a tradium runic hammer will add 7 more, 15 runic properties? This has not changed but so you know . . . I am counting 10 on Armor and 14 on Weapons using Tradium and a Tradium Runic Hammer - With Tradium Ore and a Regular Smith Hammer (not Runic) I get 7 on Armor and 8 on Weapons - With Iron Ore and a Regular Smith Hammer (not Runic) I get 5 on Armor and 2 on Weapons - With Valorite Ore and a Regular Smith Hammer (not Runic) I get 7 on Armor and 4 on Weapons Disenchantment can remove any of these. Spellcrafting can add properties if there is room (5 max allowed) but can also edit any existing ones regardless of the number of properties on the item.
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Post by illistyl on Sept 25, 2013 15:42:03 GMT -8
So...Making a weapon from tradium will give 8 runic properties? Then making one with a tradium runic hammer will add 7 more, 15 runic properties? This has not changed but so you know . . . I am counting 10 on Armor and 14 on Weapons using Tradium and a Tradium Runic Hammer - With Tradium Ore and a Regular Smith Hammer (not Runic) I get 7 on Armor and 8 on Weapons - With Iron Ore and a Regular Smith Hammer (not Runic) I get 5 on Armor and 2 on Weapons - With Valorite Ore and a Regular Smith Hammer (not Runic) I get 7 on Armor and 4 on Weapons Disenchantment can remove any of these. Spellcrafting can add properties if there is room (5 max allowed) but can also edit any existing ones regardless of the number of properties on the item. So you could use a regular hammer, iron ore, bang out platemail legs and it have 5 random runic properties? mage armor, mana regen etc? or is that counting the 5 as the 5 resists?
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Post by Amairgen on Sept 25, 2013 16:02:12 GMT -8
So you could use a regular hammer, iron ore, bang out platemail legs and it have 5 random runic properties? mage armor, mana regen etc? or is that counting the 5 as the 5 resists? If you use a Regular Hammer and Iron Ingots (and you make Exceptional) you get Plate Legs with 5 Resists - nothing else. Note: You can then add five more properties with Spellcrafting because the Resists are not counted by Spellcrafting as part of the max five propeties that can be added. If you use a Runic Hammer and Iron Ingots (and if you make Exceptional) you get Plate Legs with 5 Resists and 2 random Runic properties. I am not sure why you would wste Runic charges on iron Ingots though. You could then add three more properties with Spellcrafting and you can continue using Spellcrafting to edit existing properties (trying for higher values).
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Post by illistyl on Sept 25, 2013 16:18:59 GMT -8
So the 7 on your Valorite example with the normal hammer would be. 5x resists, durability and one other?
And using a Tradium hammer 5x resists, durability and one other +7 more (some stacking)?
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Post by Amairgen on Sept 25, 2013 19:21:57 GMT -8
So the 7 on your Valorite example with the normal hammer would be. 5x resists, durability and one other? And using a Tradium hammer 5x resists, durability and one other +7 more (some stacking)? Yes
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Post by Amairgen on Sept 27, 2013 11:48:04 GMT -8
Hi . . . In the absence of further discussion I am leaning toward bringing these changes onto the Server with the next Reboot.
Any more ideas, questions or general discussion? Bare in mind that small tweaks could be done on future reboots but I prefer to get it right the first time.
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