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 Post subject: Enhanced damage prefix
PostPosted: Sat Jun 25, 2011 9:24 am 
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 Post subject: Re: Enhanced damage prefix
PostPosted: Sat Jun 25, 2011 9:29 am 
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anything that reduces the tedium of rolling should be beneficial

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 Post subject: Re: Enhanced damage prefix
PostPosted: Sat Jun 25, 2011 9:37 am 

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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


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 Post subject: Re: Enhanced damage prefix
PostPosted: Sat Jun 25, 2011 10:08 am 
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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.


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 Post subject: Re: Enhanced damage prefix
PostPosted: Sat Jun 25, 2011 11:42 am 
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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.

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 Post subject: Re: Enhanced damage prefix
PostPosted: Sat Jun 25, 2011 12:43 pm 

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

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 Post subject: Re: Enhanced damage prefix
PostPosted: Sat Jun 25, 2011 8:49 pm 

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


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 Post subject: Re: Enhanced damage prefix
PostPosted: Sat Jun 25, 2011 9:28 pm 
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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.

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 Post subject: Re: Enhanced damage prefix
PostPosted: Sat Jun 25, 2011 9:44 pm 
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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.

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 Post subject: Re: Enhanced damage prefix
PostPosted: Sat Jun 25, 2011 9:46 pm 
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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 ;)

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 Post subject: Re: Enhanced damage prefix
PostPosted: Sun Jun 26, 2011 4:10 am 
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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.


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 Post subject: Re: Enhanced damage prefix
PostPosted: Sun Jun 26, 2011 4:17 am 
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ye 620% would be cool

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 Post subject: Re: Enhanced damage prefix
PostPosted: Sun Jun 26, 2011 11:29 am 
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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

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 Post subject: Re: Enhanced damage prefix
PostPosted: Sun Jun 26, 2011 12:00 pm 
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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+.


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 Post subject: Re: Enhanced damage prefix
PostPosted: Sun Jun 26, 2011 12:48 pm 
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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


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 Post subject: Re: Enhanced damage prefix
PostPosted: Sun Jun 26, 2011 12:55 pm 
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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

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 Post subject: Re: Enhanced damage prefix
PostPosted: Mon Jun 27, 2011 6:26 pm 

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i dont think ive seen/heard of a 620ed craft?


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 Post subject: Re: Enhanced damage prefix
PostPosted: Mon Jun 27, 2011 9:54 pm 
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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.

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 Post subject: Re: Enhanced damage prefix
PostPosted: Tue Jun 28, 2011 1:11 am 
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I've never heard of a refrigerator that holds only up to 12 beers. Must be a pain in the ass.


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 Post subject: Re: Enhanced damage prefix
PostPosted: Fri Jul 01, 2011 12:48 pm 
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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.


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