A couple of randart generation tweaks
Posted: Mon Jun 09, 2014 9:10 pm
I generally like the new randarts-they produce interesting niche gear more often than before for certain.
There's a couple of weird quirks that have shown up to me, though.
A: Nature Slow gets a little high. I'm all for good useful status weapon swaps-it's cool. But 40%+ slow is probably a little much. My current Ghoul Temporal Warden just shoots things to slow them, rather than using Slow. The nature slow randart property should probably be more like 25-30% as such, at cap.
B: die_at values seem to be really high-Even on earlygame gear, I've never seen one below 80, and have seen ones as high as 160. This apparently isn't supposed to be happening.
The code in question; I don't know if randartmax means it tends to pick a lower number(which means a higher die_at) or if it's another issue.
There's a couple of weird quirks that have shown up to me, though.
A: Nature Slow gets a little high. I'm all for good useful status weapon swaps-it's cool. But 40%+ slow is probably a little much. My current Ghoul Temporal Warden just shoots things to slow them, rather than using Slow. The nature slow randart property should probably be more like 25-30% as such, at cap.
B: die_at values seem to be really high-Even on earlygame gear, I've never seen one below 80, and have seen ones as high as 160. This apparently isn't supposed to be happening.
Code: Select all
newEntity{ theme={physical=true, defense=true}, name="die at greater", points = 1, rarity = 15, level_range = {20, 50},
wielder = { die_at = resolvers.randartmax(-20, -80), },