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salmon weapon love

Posted: Tue Feb 19, 2013 3:24 pm
by wyzzarrdd
(feel free to use the title as your new band name)

Right now finding a salmon melee weapon is equal to finding 10-20 gold. This is because despite all those groovy random stats the weapon fails at its most basic function...doing damage.

I propose to add the "massacre" affix for free to salmon melee weapons so their base damage is always equal to a green of massacre. Also I think this should be done with randart melee weapons and named artifacts.

Re: salmon weapon love

Posted: Tue Feb 19, 2013 4:47 pm
by phantomglider
I don't think this is necessary. The main problem I have with salmon weapons is that they are typically too low-tier and thus non-competitive with your best available weapon; if they spawned at the highest possible tier for the area that would solve their damage problem handily.

Re: salmon weapon love

Posted: Tue Feb 19, 2013 5:43 pm
by Hachem_Muche
I agree with phantomglider. The problem lies with the code that generates randarts. It does not take into account the level of the monster that it drops from. I have corrected this in my I500 addon by updating the resolver for randarts to randomly scale up material level with the level of the monster, resulting in almost all drops being within one material level of the zone they drop in.

Re: salmon weapon love

Posted: Tue Feb 19, 2013 6:03 pm
by wyzzarrdd
I dont know if im playing wrong but my melee generally use skills rather than bumps to do damage so they are interested in weapon base damage more than anything. That means the best weapon is massacre weapon regardless of almost any other goodies a weapon might have. So even if the rare/randart was of the proper tier it would still be inferior to a green massacre weapon of the same tier unless it had an optimal damage dealing affix configuration.

Re: salmon weapon love

Posted: Tue Feb 19, 2013 6:20 pm
by phantomglider
Weapons of massacre are often pretty good, but the "base damage" listed on the weapon then gets it square root taken or something before actually being used in calculations. Especially once you start getting into the late game, a bunch of resist all from a weapon of nature, or resist penetration from a weapon of shearing, or +physical% from a weapon of gravity, or the enemy slowdown from slime-covered or crippling weapons can be a lot more powerful.

Re: salmon weapon love

Posted: Tue Feb 19, 2013 6:44 pm
by Hachem_Muche
I've just posted a fix for the tier issue in the bug forums: http://forums.te4.org/viewtopic.php?f=4 ... 79#p148979

For melee, particularly, the material tier of weapons makes a very big difference in the damage it can produce. Low tier weapons are almost never viable in combat, regardless of their other abilities.
phantomglider wrote:Weapons of massacre are often pretty good, but the "base damage" listed on the weapon then gets it square root taken or something before actually being used in calculations. Especially once you start getting into the late game, a bunch of resist all from a weapon of nature, or resist penetration from a weapon of shearing, or +physical% from a weapon of gravity, or the enemy slowdown from slime-covered or crippling weapons can be a lot more powerful.
The weapon damage goes through a process of stat rescaling that slows down incremental damage more and more at high levels. Also the power of randarts depends partly on their material quality. Randarts of the appropriate tier have the same chance as greater egos to get (most) abilities, though are more random. It is, of course, a good idea to keep around certain ego weapons for specific fights (like those with extra resistance on them).

Re: salmon weapon love

Posted: Tue Feb 19, 2013 7:18 pm
by SageAcrin
I still like the idea of Rare items getting a random (boosting with tier level) chance of a single lesser ego.