Randart generation

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Susramanian
Spiderkin
Posts: 454
Joined: Sat May 15, 2010 3:09 am

Randart generation

#1 Post by Susramanian »

This is incomplete. Themed subsets of powers in particular are totally absent, and I don't know enough about some of the resources (like Hate and Vim) to include them. The point costs and power frequencies probably need a lot more thought. Playtesting this could be difficult, but if somebody felt like coding up a webapp to simulate randart generation, that would be a lot of fun to play with and could draw attention to any flaws.

Feel free to point out anything you think is totally screwed up or missing or needs work. The more this gets discussed in advance the more refined a system we end up with!

Creating a randart:


First determine the artifact's base type and material. Often add a level or two to the material, so you'll usually find steel randart weapons in the Trollshaws, for example.

Second, determine the number of points the randart gets. If the dungeon level is x, then it gets x + 1d10 points.

Third, determine if the randart has a theme. If so, pick a theme.

Fourth, choose 2 + 1d(x/5) powers (if themed, use the theme subset) and distribute half of the points evenly between them. For the remaining half, distribute them evenly between between 1d(x/5) of the already chosen powers. This can occasionally result in very lopsided point distributions. This is good.

Fifth, one in ten times choose 1d3 powers not already chosen and distribute y = 1d10 negative points among them. (A negative point means applying the opposite of the power; a negative point in the fire resistance power results in a -5% fire resistance modifier, for example.) Then distribute 2y points evenly among 1d(x/5) of the original, non-penalized powers. This results in mixed-blessing type artifacts, but with higher point totals than otherwise possible.

Sixth, check to see if any powers exceed any existing caps. (It might be a good idea to cap things like movement speed or physical resistance, for example). If any caps are exceeded, restart step four.

When picking powers to give a randart, obey these rules:
Weapon stats are weighted towards the stat checked to determine equippability. (Two-handers biased towards strength, etc.)
Robes are weighted towards magic and willpower
Hats are weighted towards willpower and cunning
Gloves weighted towards strength and dex
Diggers weighted towards strength and con
Heavily bias weapons towards physical power, attack, APR, and crit.
Heavily bias staves towards spellpower, spell crit, mana, and mana regen.


Code: Select all

Power					    Points		 Frequency
-------------------------------------------------------
1 Str/Dex/Con
Mag/Wil/Con/Lck			1				10
2 atk					    1				6
2 armor				     1				6
2 def					    1				6
2 r. def				    1				6
1 APR					    1				4
10% Stun, kb, 
blind, conf, fear
silence, disarm			1				10
5% elemental			   1				6
4% nature, blight,						
lit, drk				    1				4
2% Mind, arcane, phys	1				3
5 save				      1				4
2 spellpower			   1				6
2 phys power			   1				6
1% phys, spell crit  	1				6
2% damage inc 	       1				6
.04 talent mastery		1				3
.04 mana per turn		 1				4
.4 mana when hit		  1				3
.1 life per turn		  1				6
1 life when hit			1				3
.1 stamina per turn	  1				4
1 stamina when hit		1				3
.1 equilibrium per turn 1				4
1 equilibrium when hit  1				3
10 life				     1				10
10 mana				     1				4
5 stamina				   1				4
2 see invis			    1				6
-2% fatigue			    1				6
3 damage on hit			1				4
5% heal improve			1				3
2% crit magnitude		 1				3
10 encumbrance			 1				4
1 stealth				   1				4

1% movement speed		 2				2
1 light radius			 2				4
Water breathing 		  5				2
Talent activation		 level*tier   3
Talent cooldown 
reduction by X			 N	         4
specific telep			 10			  2
General telep			  40			  1

N = (X/cooldown)*tier*3

Repton
Archmage
Posts: 371
Joined: Wed Aug 05, 2009 2:17 am

Re: Randart generation

#2 Post by Repton »

One quick thought:
Susramanian wrote: Heavily bias staves towards spellpower, spell crit, mana, and mana regen.
It would be nice if there was a chance for alchemists to find nice random artifacts. They would want physical power and APR...

Susramanian
Spiderkin
Posts: 454
Joined: Sat May 15, 2010 3:09 am

Re: Randart generation

#3 Post by Susramanian »

Repton wrote:One quick thought:
Susramanian wrote: Heavily bias staves towards spellpower, spell crit, mana, and mana regen.
It would be nice if there was a chance for alchemists to find nice random artifacts. They would want physical power and APR...
This is the kind of contribution this thread needs. I've never played an alchemist, so I have no business designing artifacts for them :)

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: Randart generation

#4 Post by madmonk »

Susramanian wrote:This is the kind of contribution this thread needs. I've never played an alchemist, so I have no business designing artifacts for them :)
Never let a thing like that stop you...

When we started on T4 none of us had played it either.

So, please, do have a go! The more contributions the better!
Regards

Jon.

Taxorgian
Archmage
Posts: 300
Joined: Mon May 17, 2010 11:56 am

Re: Randart generation

#5 Post by Taxorgian »

I would include lights as well with some extra abilities possible: Activate for Track(level 1), maybe Sunburst(level 1)?

Maybe lights and belts get lower maximum powers than other randarts (or are much rarer).

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Randart generation

#6 Post by edge2054 »

Repton wrote:One quick thought:
Susramanian wrote: Heavily bias staves towards spellpower, spell crit, mana, and mana regen.
It would be nice if there was a chance for alchemists to find nice random artifacts. They would want physical power and APR...
Channel Staff ignores armor and works off spellcrit. The only place it functions remotely like any other weapon attack is physical power.

Alot of the their other abilities make great use of spellpower, spell crit, mana, and mana regen.

What might be interesting though is some weapons biased towards Will for wilders.

ghostbuster
Uruivellas
Posts: 617
Joined: Mon Oct 09, 2006 7:47 pm

Re: Randart generation

#7 Post by ghostbuster »

Are you also considering rings and amulets randarts?
Probably, it would be a good thing. But powers must be more carefully balanced as they are the only items that do not have double egos and one must avoid any overpower.

How do you manage talent mastery coherence? One should maybe limit to one talent mastery to avoid randarts that
simultanously increase mastery in say "Technique/Weapons and Shields" and "Spell/Phantasm".

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