What I said was:Crim, The Red Thunder wrote:He assumed that would be expanded to cover anything you had a lot of. Such as any resist, or anything you had covered multiple times. You didn't specifically specify only spellpower, or only physical power. I read that as "If I have a lot of *insert any particular thing here*, I get more of *insert the same thing here*."
I guess he's trying to formulate an argument as though my example were the only thing I said? That's kinda disingenuous.me wrote:You can also look at the gear the character is currently wearing: if you see six items which boost Spellpower, it's a good bet that he likes Spellpower.
Basing an item off the gear a character is currently wearing would tend to LOWER the utility of capped attributes like resistances, but if I see maxed Fire Resist, that might raise the utility value of a boost to Max Fire Resist.
Also, look at the specific item being replaced. If the guy has six Fire Resist items and the biggest is his armor, and I'm making him an armor, then he might appreciate Fire Resist on his new armor.
What I'm saying is: if we assume the player is being smart with his gear, then we can leverage those smarts to give him something nice.