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I think the root problem here is that randart calc values AC way too high. 9+16 is next to nothing, it's immediate junk unless it is dlvl1 item with rarity "found always", and even then it was in item that is heavy so I would probably still not use it. +10 AC less with FF should be about ten times more valuable at those shallow levels that +16AC could have some value. In randart generation anything less than +20 AC (as bonus, not whole) should count nothing at all. |
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Actually, there's a point -- how are "bad" standarts handled by the randart generator? It should try to make an equivalent "bad" randart, not just a randart with equivalent total power. In other words, when evaluating standarts, the power of both the benefits of the item, and the penalties on it, should both be determined; then the randart should try for equal power on both. So e.g. Beruthiel might have a positive power of 50 and a negative power of 75; I wouldn't be surprised if currently the game tries to make a randart with power -25, when it should try to make a randart with positive power 50 and negative power -75 (with some variance of course). |
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Weakest "good" artifact I can think of is Thorongil, but even that is quite a lot better than steel helmet with mediocre bonus to AC. |
I checked the helm, it was based on one of the paur gauntlets.
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Anyway, yes, there's always been a problem with weak randarts, because there's often no room for interesting abilities after choosing the base item and initial plusses. There's also a separate problem with "bad" randarts because there are so few acceptable "bad" mods in the game. The generator originally used Derakon's approach of +25 and -50 (or thereabouts), but everything ended up aggravating and being junk. Maybe that doesn't matter - but if you want more interesting bad randarts, we need more interesting bad mods. It would definitely be possible to solve the first problem and start the generation of a weak randart with an 'interesting' ability and then find a suitable base item. Btw, the generator doesn't over-value AC per se, it calculates AC per unit weight and values that. You may still think some AC values end up too high. |
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I think that giving weapons more realistic weights (around 2lbs) would mitigate the armor-weight issue. (For the record, no, I dont mind zero value randarts at all, I am very happy with them as is, but yes, I am still in the wrong thread.) |
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Maybe the code over-generalizes things in this case. AC has pretty much fixed value regardless of the item it is found and it should not count anything less than +15 as any value, because you can enchant item with spells and scrolls to that point. |
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