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Shield-rune cool down, etc.

Posted: Tue Jan 07, 2014 7:23 pm
by Delmuir
So I found a shield rune of the titan in an early game… 282 shield over four turns with a cool down of 23 or 24. I don't recall.

Then, in a new game, I found a shield rune of the psychic for 302 over five turns with a cool down of 15.

What gives? They were both found while under level 10 but it doesn't seem to make any sense. One is clearly much more powerful than the other and yet has a much shorter cool down. How does this work? What's the range?

It just seems to so odd as I might not find any shield rune or I could find one for 3 turns and 60 damage with no scaling or I could find a monster with a short cool down. I don't get it.

That's such a huge, huge, huge difference in power. It might as well be a category point. Anyway, my dumb questions are the same: what is the range on the runes and what is the logic behind the cool downs?

Re: Shield-rune cool down, etc.

Posted: Tue Jan 07, 2014 7:42 pm
by Tharsonius
i think cooldown ranges from 14-25 something like that, and is just random.

the value is also random, shield runes are all t3 and vary in their basic power, cooldown

its just luck if u find one with good cooldown, high base value and scaling on a stat ure maxing

on other roguelikes like Dungeon crawl stone soup i think the drops are even more randomized, for example u could find a dragon armor in lvl 1 theoretically. or in nethack a successfull wish grants u impossibly powerful items if u know what ure doing.

Re: Shield-rune cool down, etc.

Posted: Tue Jan 07, 2014 7:48 pm
by PureQuestion
Yeah it's pretty much just luck. There is some scaling with the level of the area, but random drops are indeed random.

Re: Shield-rune cool down, etc.

Posted: Tue Jan 07, 2014 9:06 pm
by Delmuir
PureQuestion wrote:Yeah it's pretty much just luck. There is some scaling with the level of the area, but random drops are indeed random.
Thanks.

However, this particular game isn't exactly entirely random… you NEVER see high level stuff drop in the beginning. A great rune is one thing but I never see a super powerful item or unique drop in the beginning. That would awesome if it did because even if I couldn't use it, finding a nifty item might help decide what kind of build I'm going for.

Re: Shield-rune cool down, etc.

Posted: Wed Jan 08, 2014 3:53 am
by HousePet
Even if every number scaled, the way that things have a range of possible values, will always allow something like this to happen.

Re: Shield-rune cool down, etc.

Posted: Wed Jan 08, 2014 9:02 pm
by Xandor Tik'Roth
Even though it looks a lot different, this is still a Roguelike and there's still some RNG goodness left over. It's just not as obvious as it used to be. These values are mostly random. There's also some that are generated at a lower level (hence the lower cooldowns) but are based on a stat that you may have pumped a bunch for your character.

Re: Shield-rune cool down, etc.

Posted: Wed Jan 08, 2014 11:43 pm
by Mewtarthio
Cooldown isn't affected by level. The other random factors usually are, but the cooldown is always the same range, regardless of level.

Incidentally:

Healing/Regen/Wild infusions: 12-17 cd
Movement infusion: 13-20 cd
Sun infusion: 9-15 cd
Heroism infusion: 20-30 cd
Insidious Poison infusion: 15-25 cd

Phase Door rune: 8-10 cd
Controlled Phase Door rune: 10-12 cd
Teleport rune: 14-19 cd
Shielding/Invisibility rune: 14-24 cd
Vision rune: 20-30 cd
Attack rune: 15-25 cd
Manasurge rune: 20-30 cd