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Old July 13, 2010, 15:14   #31
Derakon
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Changing object.txt probabilities can result in objects of the appropriate type for a given artifact being more or less likely to drop in the artifact's "home depth", which in turn can increase or decrease the odds of that artifact actually showing up. If you had a PDSM artifact that only generated on dlvls 1-10, then it would practically never show up unless you tweaked the PDSM base object's rarities.
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Old July 13, 2010, 16:37   #32
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Quote:
Originally Posted by ewert View Post
The original post has the updated object.zip whenever I make changes to it.
Noticed that you have changed the EOL to windows-style (IE CRLF instead of just LF). I don't know if it has any meaning but the original has UNIX-format EOL.

Which editor you use? I use notepad++ to edit files. Very useful and it keeps the original format.
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Old July 13, 2010, 16:52   #33
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Quote:
Originally Posted by Derakon View Post
Changing object.txt probabilities can result in objects of the appropriate type for a given artifact being more or less likely to drop in the artifact's "home depth", which in turn can increase or decrease the odds of that artifact actually showing up. If you had a PDSM artifact that only generated on dlvls 1-10, then it would practically never show up unless you tweaked the PDSM base object's rarities.
Looking at the changed object.txt and comparing it to original it seems that he has changed nearly every item more rare, but especially so for weapons and armors (100 -> 20). Distribution depth seems to be untouched.

That should make artifact more rare, not the opposite way around.
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Old July 13, 2010, 18:56   #34
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Ahh yes have used wordpad with default settings so did not notice that it has different end-of-lines. Hmm just checked Wordpad, and there are no options to pick LF or CR or CRLF, erm. Well it has not bugged anything so far. =P

Changed rod of curing worth since I made it lower lvl item (I mean really, it is useless unless it is a low lvl item, cure crit potions are dime a dozen way too soon for these cure ailment items ... which brings an interesting idea of making ccw more expensive and deeper item ... hmm =P)
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Old July 13, 2010, 19:03   #35
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Also since rarity works against every other item sort of, "basic" generated weapons and armor are now dropped way down, whereas high level items and useful items some have way higher allocation in comparison to total allocation "amount", and some somewhat same.

It has worked okay for me so far. Considering I still do not have any rods of detection and am almost below the levels for rods of (detect single stuff), I would say items of allocation rarity "10" with this file are still somewhat rare. Those with 20 seem to be good value now for "nice items or multi-use items", 50 for basic consumables and 100 for important stuff. My potions of healing amount is okay in the view of now tackling the high end uniques and having to use them. I'm staying at quite a level amount of them, supplanting with a couple of staves of healing I have found now.

Now just if I could find some nice artifact ring, higher light source artifacts to finally be able to get nexus resist painlessly! =P Yeah rolling at near dlvl80 without nexus resist is a bitch ...
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Old July 13, 2010, 19:19   #36
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Originally Posted by ewert View Post

Now just if I could find some nice artifact ring, higher light source artifacts to finally be able to get nexus resist painlessly! =P Yeah rolling at near dlvl80 without nexus resist is a bitch ...
Is it?

How many monsters breathe nexus? nexus hounds and vortices, aether hounds and vortices, dracolisks, greater basilisks and kavlax. I think that's it. Seems like that's pretty easy to avoid. Especially if you move fast enough to kill a vortex or a hound in one turn.
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Old July 13, 2010, 21:13   #37
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It's not the dmg, it's the side effects. With zero monster detection so far (I don't "bother" with _de or such =P). Also it feels like nexus resist gives resistance to the spells that warp you everywhere, not 100% but sure feels like that. And with kobold warrior my saving throw ain't near perfect ...

Fighting Azriel or was it Gabriel, I think I got thrown around 3 times around the level with angel spells. Awrghghr.
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Old July 13, 2010, 22:03   #38
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Quote:
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How many monsters breathe nexus? nexus hounds and vortices, aether hounds and vortices, dracolisks, greater basilisks and kavlax. I think that's it. Seems like that's pretty easy to avoid.
Nexus hounds are not remotely easy to avoid without a detect monster effect, and they show up long before Rods of Detection or Clairvoyance in a level-clearing play style.
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Old July 14, 2010, 05:00   #39
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I did not really stop for stat gain at all, just kept on going, as I found good drops around those levels to bring me to great dmg and basic resists anyways. STR/CON/DEX was maxed without being noticed much, which feels imho a good thing.
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rolling at near dlvl80 without nexus resist is a bitch ...
I'm sorry... what's the problem here? Sounds like nexus breathe would be a minor and temporary inconvenience at this point.
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Old July 14, 2010, 06:33   #40
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I'm sorry... what's the problem here? Sounds like nexus breathe would be a minor and temporary inconvenience at this point.
Unexpected teleport-to or teleport-away can be quite dangerous, but yes, once you've mostly maxed your stats Nexus Hounds are no longer an instadeath waiting to happen.
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