Leo32
Getting back into it...
- Joined
- Sep 21, 2007
- Messages
- 987
- Solutions
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Hey Guys,
This is something I've been working on for a while, taking the time to get it right and get all rolls and damages to apply properly.
Thought I'd give you a look, see what y'all think.
When a monster drops loot, there is a chance that it rolls Rare, Epic or Legendary:
Basic rolls are broken down like so:
One-handed weapon:
+Attack, +Extra Defense, +%Critical Chance, *
Two-handed weapon:
+Attack, +Defense, +%Critical Chance, *
Wands and Rods:
+%Spell Damage
Shields:
+Defense, *
Armor/Legs/Boots/Helmet:
+Armor, *
Bows/Crossbows:
+Range, +Accuracy%, +%Critical Chance, *
* There are special Elemental Damage rolls that target thematically specific items:
Elemental Damage Rolls:
Some Two-handers can roll both elements:
Rolling double elemental damage means you miss out on a +%Crit Chance roll, but you have a much higher minimum damage.
Also, when double elements are rolled, one of the elements is added onto your base damage (primaryDamage).
So if you get +%Crit Chance from another source, your elemental damage can now Crit:
Your original damage is preserved regardless, so if you're hunting something that is immune to those elements, your regular physical damage is still applying as per normal:
This works for both:
a Two-handed weapon with two elemental rolls.
a One-handed weapon + shield with an elemental roll on each.
Fire has moderate consistent damage and a 33% change to apply burning.
Ice has low consistent damage and a 20% chance to paralyze/slow the target for 3 seconds.
Energy has the highest possible damage, but always has 1 minimum damage so its inconsistent.
+%Spell Damage is self-explanatory:
Elemental Resistance Equipment and Crit Jewelry:
Elemental protection is pretty straight forward, doesn't really need a disclaimer either:
The idea here is to enhance the grind mechanic, this game has always been about hunting and looting.
Very well rolled gear is both very powerful, and very valuable.
When you're low level, rolling +10 Attack on a Battle Hammer or Morning Star could be a god send.
Hell, even a simple Crit roll could make all the difference.
The system itself is all contained within loot dropping via LUA (with the appropriate rarity rolls applied as they drop);
And an OnHealthChange creatureevent that processes and adjusts damage/effects based on those rolls.
There's a few more things I want to add like Bleed rolls, an AOE roll, but the core mechanics are there.
I still need to think of quality mechanics I can add to Rod and Wand rolls, I'll add ManaLeech - but I'm looking for some fancier ideas.
Hopefully that's something you guys can help me come up with.
This is something I've been working on for a while, taking the time to get it right and get all rolls and damages to apply properly.
Thought I'd give you a look, see what y'all think.
When a monster drops loot, there is a chance that it rolls Rare, Epic or Legendary:
Basic rolls are broken down like so:
One-handed weapon:
+Attack, +Extra Defense, +%Critical Chance, *
Two-handed weapon:
+Attack, +Defense, +%Critical Chance, *
Wands and Rods:
+%Spell Damage
Shields:
+Defense, *
Armor/Legs/Boots/Helmet:
+Armor, *
Bows/Crossbows:
+Range, +Accuracy%, +%Critical Chance, *
* There are special Elemental Damage rolls that target thematically specific items:
Elemental Damage Rolls:
Lua:
-- Elemental Weapons
local fireweapons = {
7386, -- Merc Sword
2392, -- Fire Sword
7430, -- Dragonbone Staff
2432, -- Fire Axe
8858, -- Elemental Bow
7402, -- Dragonslayer Sword
2414, -- Dragon Lance
2520, -- Demon Shield
7382 -- Demonrage Sword
}
local iceweapons = {
7386, -- Merc Sword
2445, -- Crystal Mace
7428, -- Bonebreaker
7407, -- Haunted Blade
7437, -- Sapphire Hammer
7387, -- Diamond Hammer
7455, -- Mythril Axe
21696,-- Icicle Bow
21697,-- Runic Ice Shield
8858, -- Elemental Bow
2534 -- Vampire Shield
}
local energyweapons = {
7386, -- Merc Sword
7421, -- Onyx Flail
8858, -- Elemental Bow
7388, -- Vile Axe
7404, -- Assassin Dagger
2414, -- Dragon Lance
2444, -- Hammer of Wrath
7402, -- Dragonslayer Sword
2514, -- Mastermind Shield
7382 -- Demonrage Sword
}
Some Two-handers can roll both elements:
Rolling double elemental damage means you miss out on a +%Crit Chance roll, but you have a much higher minimum damage.
Also, when double elements are rolled, one of the elements is added onto your base damage (primaryDamage).
So if you get +%Crit Chance from another source, your elemental damage can now Crit:
Your original damage is preserved regardless, so if you're hunting something that is immune to those elements, your regular physical damage is still applying as per normal:
This works for both:
a Two-handed weapon with two elemental rolls.
a One-handed weapon + shield with an elemental roll on each.
Fire has moderate consistent damage and a 33% change to apply burning.
Ice has low consistent damage and a 20% chance to paralyze/slow the target for 3 seconds.
Energy has the highest possible damage, but always has 1 minimum damage so its inconsistent.
+%Spell Damage is self-explanatory:
Elemental Resistance Equipment and Crit Jewelry:
Lua:
-- Elemental Resistance Equipment
local fireresistance = {
2516, -- Dragon Shield
2520, -- Demon Shield
2539, -- Phoenix Shield
2519, -- Crown Shield
2491, -- Crown Helmet
2493, -- Demon Helmet
13756,-- Mage's Cap
2487, -- Crown Armor
7899, -- Magma Coat
8867, -- Dragon Robe
11356,-- Zaoan Robe
2488, -- Crown Legs
7894, -- Magma Legs
7891, -- Magma Boots
2492, -- Dragon Scale Mail
2498, -- Royal Helmet
2655, -- Red Robe
7900, -- Magma Monocle
2133, -- Ruby Necklace
2123 -- Ring of the Sky
}
local iceresistance = {
3973, -- Tusk Shield
7460, -- Norse Shield
21697,-- Runic Ice Shield
7461, -- Krimhorn Helmet
7462, -- Ragnir Helmet
7902, -- Glacier Mask
7463, -- Mammoth Fur Cape
7897, -- Glacier Robe
8878, -- Crystalline Armor
8887, -- Frozen Armor
7896, -- Glacier Kilt
21700,-- Icy Culotte
7457, -- Fur Boots
11117,-- Crystal Boots
7892, -- Glacier Shoes
7464, -- Mammoth Fur Shorts
2125, -- Crystal Necklace
2124 -- Crystal Ring
}
local energyresistance = {
2514, -- Mastermind Shield
2515, -- Guardian Shield
2528, -- Tower Shield
12644,-- Shield of Corruption
2535, -- Castle Shield
2475, -- Warrior Helmet
2497, -- Crusader Helmet
7901, -- Lightning Headband
2472, -- Magic Plate Armor
2476, -- Knight Helmet
2492, -- Dragon Scale Mail
7898, -- Lightning Robe
8871, -- Focus Cape
8879, -- Voltage Armor
11355,-- Spellweaver's Robe
12607,-- Elite Draken Mail
2477, -- Knight Legs
7895, -- Lightning Legs
23539,-- Mino Shield
2123, -- Ring of the Sky
7893 -- Lightning Boots
}
local earthresistance = {
2518, -- Beholder Shield
2535, -- Castle Shield
6131, -- Tortoise Shield
15491,-- Carapace Shield
20090,-- Spike Shield
2540, -- Scarab Shield
2479, -- Strange Helmet
3971, -- Charmer's Tiara
3972, -- Beholder Helmet
7885, -- Terra Legs
7903, -- Terra Hood
2664, -- Wood Cape
7463, -- Mammoth Fur Cape
7884, -- Terra Mantle
8869, -- Greenwood Coat
8880, -- Swamplair Armor
3982, -- Crocodile Boots
2123, -- Ring of the Sky
2135, -- Scarab Amulet
7886 -- Terra Boots
}
local physicalresistance = {
2514, -- Mastermind Shield
2528, -- Tower Shield
2535, -- Castle Shield
2536, -- Medusa Shield
12644,-- Shield of Corruption
2532, -- Ancient Shield
2497, -- Crusader Helmet
3969, -- Horse Helmet
5741, -- Skull Helmet
2472, -- Magic Plate Armor
2466, -- Golden Armor
3968, -- Leopard Armor
8889, -- Skullcracker Armor
8891, -- Paladin Armor
21692,-- Albino Plate
2470, -- Golden Legs
11304,-- Zaoan Legs
2645, -- Steel Boots
20109,-- Buckle
2179, -- Gold Ring
11302 -- Zaoan Helmet
}
local deathresistance = {
2521, -- Dark Shield
2529, -- Black Shield
2532, -- Ancient Shield
2536, -- Medusa Shield
2462, -- Devil Helmet
2490, -- Dark Helmet
10016,-- Batwing Hat
2489, -- Dark Helmet
8889, -- Skullcracker Armor
12607,-- Elite Draken Mail
20109,-- Buckle
5462, -- Pirate Boots
2129, -- Wolf Tooth Chain
21693,-- Horn
11302 -- Zaoan Helmet
}
local critjewelry = {
2136, -- Demonbone Amulet
21693 -- Horn
}
Elemental protection is pretty straight forward, doesn't really need a disclaimer either:
The idea here is to enhance the grind mechanic, this game has always been about hunting and looting.
Very well rolled gear is both very powerful, and very valuable.
When you're low level, rolling +10 Attack on a Battle Hammer or Morning Star could be a god send.
Hell, even a simple Crit roll could make all the difference.
The system itself is all contained within loot dropping via LUA (with the appropriate rarity rolls applied as they drop);
And an OnHealthChange creatureevent that processes and adjusts damage/effects based on those rolls.
There's a few more things I want to add like Bleed rolls, an AOE roll, but the core mechanics are there.
I still need to think of quality mechanics I can add to Rod and Wand rolls, I'll add ManaLeech - but I'm looking for some fancier ideas.
Hopefully that's something you guys can help me come up with.
Last edited: