Login | Register


All times are UTC - 5 hours


It is currently Mon Nov 19, 2018 7:40 pm




Post new topic Reply to topic  [ 20 posts ] 
Author Message
 Post subject: Enhanced damage prefix
PostPosted: Sat Jun 25, 2011 9:24 am 
Moderator
User avatar

Joined: Fri Aug 07, 2009 10:48 am
Posts: 2432
[removed]

_________________
People who live in cinder block houses can throw whatever they want.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Enhanced damage prefix
PostPosted: Sat Jun 25, 2011 9:29 am 
User avatar

Joined: Mon Aug 31, 2009 10:11 am
Posts: 977
anything that reduces the tedium of rolling should be beneficial

_________________
“Education has failed in a very serious way to convey the most important lesson science can teach: skepticism”


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Enhanced damage prefix
PostPosted: Sat Jun 25, 2011 9:37 am 

Joined: Tue Jan 11, 2011 7:04 pm
Posts: 25
I really like the look of the purposed changes. I have been rolling an eth Giant Thresher, and it really is not an easy task atm (best so far is 30ias/ 477ed).

I think it would add lots to the gameplay of the mod, and help to diversify the endgame builds that we see in hell characters


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Enhanced damage prefix
PostPosted: Sat Jun 25, 2011 10:08 am 
User avatar

Joined: Thu Jan 14, 2010 6:02 pm
Posts: 1627
I believe I posted it already from pref/suff guide:
Code:
MaxLevel - An extremely powerful but badly underused field. This controls the point at which this affix will no longer appear on items. Say we have a Level of 10 and a MaxLevel of 15, then the affix will only appear on items with a iLvl of 10-15, whereas it will never appear on items with iLvls 1-9 and 16-99. This is the easiest way to get those crappy low-level affixes of higher level drops to ensure that those are useful.

Just set max lvl to first crappy ones 80 so they will never spawn on 80+ wpns.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Enhanced damage prefix
PostPosted: Sat Jun 25, 2011 11:42 am 
User avatar

Joined: Tue May 25, 2010 12:33 pm
Posts: 1175
Location: Knoxville, TN
I like it. I got really lucky on a 511 Zerker with one roll. But the ETH CB I've been rolling has been long and tedious.

_________________
PureRage-DoD wrote:
Ze dictatorship hast simply changed hands ya?
Let us crunch ze numbers


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Enhanced damage prefix
PostPosted: Sat Jun 25, 2011 12:43 pm 

Joined: Thu Nov 25, 2010 4:55 pm
Posts: 895
This is definitely a great change. I won't have carpal tunnel now in the next few years. :o

_________________
"Character is like a tree and reputation like a shadow. The shadow is what we think of it; the tree is the real thing."


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Enhanced damage prefix
PostPosted: Sat Jun 25, 2011 8:49 pm 

Joined: Mon Jan 11, 2010 10:45 am
Posts: 977
is 620 the highest ed or am i confused? if so how come no one ever rolls 620 ed items


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Enhanced damage prefix
PostPosted: Sat Jun 25, 2011 9:28 pm 
User avatar

Joined: Tue May 25, 2010 12:33 pm
Posts: 1175
Location: Knoxville, TN
blinky99 wrote:
is 620 the highest ed or am i confused? if so how come no one ever rolls 620 ed items


Believe that's crafting not rares.

_________________
PureRage-DoD wrote:
Ze dictatorship hast simply changed hands ya?
Let us crunch ze numbers


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Enhanced damage prefix
PostPosted: Sat Jun 25, 2011 9:44 pm 
Moderator
User avatar

Joined: Fri Aug 07, 2009 10:48 am
Posts: 2432
511% is a hardcoded limit. If you roll a 620%, it just rounds down to 511%

Think of it like a refrigerator that can hold 12 beers. Your friends may bring over 20 beers, but you are only going to fit 12 of them in the fridge.

_________________
People who live in cinder block houses can throw whatever they want.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Enhanced damage prefix
PostPosted: Sat Jun 25, 2011 9:46 pm 
User avatar

Joined: Tue May 25, 2010 12:33 pm
Posts: 1175
Location: Knoxville, TN
blue_myriddn wrote:
511% is a hardcoded limit. If you roll a 620%, it just rounds down to 511%

Think of it like a refrigerator that can hold 12 beers. Your friends may bring over 20 beers, but you are only going to fit 12 of them in the fridge.



Whoa blue... we're gonna fit those 8 extra beers in the fridge someway ;)

_________________
PureRage-DoD wrote:
Ze dictatorship hast simply changed hands ya?
Let us crunch ze numbers


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Enhanced damage prefix
PostPosted: Sun Jun 26, 2011 4:10 am 
User avatar

Joined: Thu Jan 14, 2010 6:02 pm
Posts: 1627
you can always set limit to 1000% ed in itemstatcost.txt.
620% wouldn't be a bad idea since CB is removed from actual use. Little more %ed vs zod runewords 550%ed.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Enhanced damage prefix
PostPosted: Sun Jun 26, 2011 4:17 am 
User avatar

Joined: Mon Aug 31, 2009 4:34 am
Posts: 353
ye 620% would be cool

_________________
'may the force be with you' - Yoda??


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Enhanced damage prefix
PostPosted: Sun Jun 26, 2011 11:29 am 
Game Server Host
User avatar

Joined: Mon Aug 31, 2009 12:33 am
Posts: 4291
Image

set that cell to 9 to increase the max the stat can have to 1023

Note: don't do it without a char wipe as all items with that stat will give bad inventory data

_________________
Bron wrote:
There's no cure for being a cunt.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Enhanced damage prefix
PostPosted: Sun Jun 26, 2011 12:00 pm 
Moderator
User avatar

Joined: Mon Nov 09, 2009 3:09 pm
Posts: 815
I think you got the wrong item stat highlighted purerage. 9 bits would actually result in a range of 0 to 511%. It would require at least 10 bits in order to achieve a range of 0 to 1000+.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Enhanced damage prefix
PostPosted: Sun Jun 26, 2011 12:48 pm 
User avatar

Joined: Thu Jan 14, 2010 6:02 pm
Posts: 1627
item_max(min)damage_percent should be the one. I believe dmg% spawns with both min/max at the same value.
does it really return "bad inv data" ? I thought it would only if you lower below current. Sucks


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Enhanced damage prefix
PostPosted: Sun Jun 26, 2011 12:55 pm 
Game Server Host
User avatar

Joined: Mon Aug 31, 2009 12:33 am
Posts: 4291
oops, yeh my bad maybe a beer to many with dinner.

yeh steel changing the bits at all gives bad inv data on any item with the stat already. bit of a pain in the ass

_________________
Bron wrote:
There's no cure for being a cunt.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Enhanced damage prefix
PostPosted: Mon Jun 27, 2011 6:26 pm 

Joined: Mon Jan 11, 2010 10:45 am
Posts: 977
i dont think ive seen/heard of a 620ed craft?


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Enhanced damage prefix
PostPosted: Mon Jun 27, 2011 9:54 pm 
User avatar

Joined: Mon Aug 31, 2009 10:11 am
Posts: 977
blue_myriddn wrote:
511% is a hardcoded limit. If you roll a 620%, it just rounds down to 511%

Think of it like a refrigerator that can hold 12 beers. Your friends may bring over 20 beers, but you are only going to fit 12 of them in the fridge.

_________________
“Education has failed in a very serious way to convey the most important lesson science can teach: skepticism”


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Enhanced damage prefix
PostPosted: Tue Jun 28, 2011 1:11 am 
User avatar

Joined: Thu Jan 14, 2010 6:02 pm
Posts: 1627
I've never heard of a refrigerator that holds only up to 12 beers. Must be a pain in the ass.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Enhanced damage prefix
PostPosted: Fri Jul 01, 2011 12:48 pm 
Moderator
User avatar

Joined: Mon Nov 09, 2009 3:09 pm
Posts: 815
It's a very accurate analogy though. Each item mod has only a given number of save bits which iron cladly dictate an a non set item's capacity for a mod without getting into socketables (rules and limits change a bit when socketables get involved).

At the moment enhanced damage has only 9 save bits for the mod size field and currently negative ED% isn't possible. As a result a rare that rolls with anything above 511% ED is forced to become 511% since the item mod's stat size field can only store from 0 to 511.


Top
 Offline Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 20 posts ] 

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 9 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: