I've sorted all the artifacts into element, power source and teir, and these are the findings.
These are the most prolific. (in order descending from most prolific)
Physical, t5, technique based artifacts. (I only counted an artifact as physical based if it had the increases all physical damage property)
Darkness, t5, arcane powered artifacts.
Blight, t5, arcane powered.
Physical, t3, technique powered.
Fire, t5, arcane powered.
Darkness, t4, arcane powered.
Nature, t5, antimagic powered.
Obvious gaps that we should think of things to fill are:
Acid flavoured everything
Psionic powered lightning element
Nature powered darkness element
Nature powered temporal element
t1 physical element
Psionic powered fire element
Psionic powered nature element
Psionic powered blight element
t3 blight element
Low level nature based light element
Low level temporal element
Non Arcane powered arcane element
Non Nature powered nature element
Antimagic powered physical/fire/cold/lightning/blight/light/dark/temporal/mind element
Current artifact gaps based on elements
Moderator: Moderator
Current artifact gaps based on elements
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Current artifact gaps based on elements
Get cracking!
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Current artifact gaps based on elements
Regarding power sources: the only ones we need to worry about are arcane and antimagic, the rest are all usable by everybody, right?
So it doesn't matter if there's no nature powered lightning, as long as there's non-antimagic and non-arcane around.
So it doesn't matter if there's no nature powered lightning, as long as there's non-antimagic and non-arcane around.
Ghoul never existed, this never happened!
-
- Master Artificer
- Posts: 726
- Joined: Fri Feb 03, 2012 3:53 am
Re: Current artifact gaps based on elements
In general a lot of these aren't ones that currently have a logical reason to exist: There is no nature class with any source of darkness damage, for example, or at least a significant one, for example. I'd be more interested in a list of slots that lack particular damage types or particular level ranges.
Re: Current artifact gaps based on elements
Gotta agree with Pure there. It's not like what powers an item matters unless it's antimagic or you are. There are more important design elements in play here, like the risk of crowding out general-use artifacts (like Wintertide Phial) with more t1 artifact daggers that get superannuated almost immediately even for the classes that use them.
Re: Current artifact gaps based on elements
Psychometry cares about power source too.
Some of these suggestions are based on gaps in level ranges.
I've done a comparison between item type, power source and teir before. This one was a comparison between elements, power source and teir. Should I do a comparison between item type, element and teir?
I need to look into a way to do higher dimensional tables...
Also, as someone who has about 100 extra artifacts in their game from addons, you don't need to worry about them replacing existing artifacts. Having more seems to make more drop.
Anyway, to narrow down to class flavors only:
Nature powered acid element. (Wyrmic and Oozemancer)
Arcane powered acid element. (Reaver and Corruptor)
Psionic powered lightning element. (Mindslayer)
t1 physical element. (about half the classes)
Psionic powered fire. (Mindslayer and Solopsist)
Arcane powered t3 blight element. (Reaver and Corruptor)
Low level temporal element. (Temporal Warden and Paradox Mage)
Non Arcane powered arcane element. (anyone using Manaburn damage)
Non Nature powered nature element. (Rogue and Archer)
Anything Antimagic powered that isn't nature element. (Any non arcane class can join the Ziguranth)
However, I'm not sure that basing artifacts around specific classes is a good way of designing them.
Some of these suggestions are based on gaps in level ranges.
I've done a comparison between item type, power source and teir before. This one was a comparison between elements, power source and teir. Should I do a comparison between item type, element and teir?
I need to look into a way to do higher dimensional tables...
Also, as someone who has about 100 extra artifacts in their game from addons, you don't need to worry about them replacing existing artifacts. Having more seems to make more drop.
Anyway, to narrow down to class flavors only:
Nature powered acid element. (Wyrmic and Oozemancer)
Arcane powered acid element. (Reaver and Corruptor)
Psionic powered lightning element. (Mindslayer)
t1 physical element. (about half the classes)
Psionic powered fire. (Mindslayer and Solopsist)
Arcane powered t3 blight element. (Reaver and Corruptor)
Low level temporal element. (Temporal Warden and Paradox Mage)
Non Arcane powered arcane element. (anyone using Manaburn damage)
Non Nature powered nature element. (Rogue and Archer)
Anything Antimagic powered that isn't nature element. (Any non arcane class can join the Ziguranth)
However, I'm not sure that basing artifacts around specific classes is a good way of designing them.
My feedback meter decays into coding. Give me feedback and I make mods.
-
- Master Artificer
- Posts: 726
- Joined: Fri Feb 03, 2012 3:53 am
Re: Current artifact gaps based on elements
While I often conceptualize items based on a class my point was more a combination of thematics (what power sources are actually associated with which damage types?) and ensuring usefulness (Ex. Psionic classes don't have blight damage, arcane classes don't have much/any mind damage)
Quite a few of those are ones that aren't going to get made for thematic reasons. Quite a few probably should be, however.
Regardless, I would indeed request you go along with that idea; I think tier/slot/element will give a much more meaningful list. Power source has effects but isn't nearly as significant to the usefulness of the item as those three are.
Quite a few of those are ones that aren't going to get made for thematic reasons. Quite a few probably should be, however.
Regardless, I would indeed request you go along with that idea; I think tier/slot/element will give a much more meaningful list. Power source has effects but isn't nearly as significant to the usefulness of the item as those three are.
-
- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: Current artifact gaps based on elements
As opposed to all those Lightning archers and Disease archers?PureQuestion wrote:While I often conceptualize items based on a class my point was more a combination of thematics (what power sources are actually associated with which damage types?) and ensuring usefulness (Ex. Psionic classes don't have blight damage, arcane classes don't have much/any mind damage)

But seriously, Arcane and Anti-Magic are special because of the life-path choices they deny. An artifact which is awesome for a Solipsist but has an Arcane power source rewards those (few?) Solipsists who don't go for Anti-Magic, and may be a nice perk for a weirdo spellcaster who somehow snags Mental Tyranny. Having a small number of potent Arcane items might make the non-AM Solipsist a more solid choice.
Arcane vs. Anti-Magic daggers & stealth gear might be a way to distinguish a Shadowblade vs. a Rogue.
-
- Master Artificer
- Posts: 726
- Joined: Fri Feb 03, 2012 3:53 am
Re: Current artifact gaps based on elements
shhhhhhhhhhhhhDoctornull wrote: As opposed to all those Lightning archers and Disease archers?
Anyway, the effects of arcane/anti-magic are interesting when those applications are available. The problems are largely thematic; Antimagic in particular is pretty thematically thin. The major problem with Antimagic is that it's only really linked with nature damage atm, aside from the arcane damage from manaclash, but perhaps you'll forgive me if I'm not planning on giving +%arcane damage to an AM artifact.