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Old February 8, 2017, 09:06   #21
Pete Mack
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@Azura-- while I'm flattered by the quote, I wish it weren't quite so prominently displayed. Your sig is confusing because it looks too much like part of the thread.
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Old February 8, 2017, 11:00   #22
dos350
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after my first win i always played randarts,

my second win was randart priest in like 3.4

now i havnt won since but i think randart are quite fun as they are
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Old February 8, 2017, 12:34   #23
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Quote:
Originally Posted by AnonymousHero View Post
Plus there's an option to retain randart sets between games, so it's pretty feasible to scum and just play with that set. Must be a least some players who do that. Honestly, I've never understood why that option is there -- unless it's for debugging... in which case, just let players *specify* the seed -- no need to go through the clumsy option system.
Actually, you've reminded me of one tiny thing I would change about randarts - it's annoying that this "keep previous set of randarts" game option defaults to switched on and I have to remember to toggle it off every time I start a new savefile. Having the same set of artefacts recur game to game is the complete opposite of what I play with randarts for. (I too wouldn't miss the option if it was gone, but at the very least I think it should be switched off by default.)
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Old February 8, 2017, 14:48   #24
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@AnonymousHero

Create a new game of randarts, suicide and create a spoiler list. Go through the list, ignore BT, ringil, DW, etc.

Look at the rest. I guarantee you will find at least 1 ridiculosly broken item.



My best stat item was boots +7 spd, +7 int.
Right now im rocking an amulet +3 spd con dex str int wis rDis (+2,+2).
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Old February 8, 2017, 20:44   #25
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Quote:
Originally Posted by Sky View Post
@AnonymousHero

Create a new game of randarts, suicide and create a spoiler list. Go through the list, ignore BT, ringil, DW, etc.

Look at the rest. I guarantee you will find at least 1 ridiculosly broken item.
I've done this thousands of times at this point and it isn't true.

(I was trying to see how broken a kit you could get for Ranger and Priest.)

Quote:
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My best stat item was boots +7 spd, +7 int.
If you were playing a Mage, sure. For all other classes (except perhaps Rogue, I guess) it's "junk" compared to an ego +10 speed boots.
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Old February 8, 2017, 20:45   #26
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Quote:
Originally Posted by Nomad View Post
Actually, you've reminded me of one tiny thing I would change about randarts - it's annoying that this "keep previous set of randarts" game option defaults to switched on and I have to remember to toggle it off every time I start a new savefile. Having the same set of artefacts recur game to game is the complete opposite of what I play with randarts for. (I too wouldn't miss the option if it was gone, but at the very least I think it should be switched off by default.)
Agreed. It's a strange default at the very least.
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Old February 9, 2017, 13:32   #27
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Quote:
Originally Posted by Sky View Post
My best stat item was boots +7 spd, +7 int.
This is clearly a bug, randarts with stats should be limited to +6.
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Old February 9, 2017, 18:13   #28
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OK- I've got a suggestion. Show the base item for Randarts in game without having to go to spoilers. I can't think of any reason not to do this.
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Old February 9, 2017, 19:38   #29
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If the artifact lights are fully randomized, would the activations tied to those (e.g. enlightenment) be generated on other randarts equipment? If so, I kinda like that idea...less reliance on enlightenment because it would likely be bound to an item @ outgrows or to a junk item...and the redbook characters now have a mapping spell.

(But, perhaps, my liking this idea is because I grew bored with the overpowered Arkenstone that showed up in the nightlies a while back.)
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Old February 9, 2017, 21:32   #30
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Quote:
Originally Posted by StMicah View Post
If the artifact lights are fully randomized, would the activations tied to those (e.g. enlightenment) be generated on other randarts equipment?
Probably not.

What happens at the moment is that the special artifacts (lights, rings and amulets) have all their current properties wiped - except light activations - and then new properties put on. This means that there are always the same number of rings, amulets and lights in the game, with the same base item names. If instead we just make all randarts in the way the rest are made - choose a base item, turn it into an artifact - there would be no particular reason to get the light activations.

Incidentally, it's not completely obvious how this process should go. I have experimented with just doing the dumbest possible thing, and allowing rings, lights and amulets as base items. So there are artifacts based on existing rings - and moreover using their names, and remember that the names of rings and amulets are things like Sustenance, the Dog, etc. So you get some great sounding names, like
Code:
the Flames of Brenimros [+6], and
the Open Wounds of Faelona [+7] <+4, +1>
but also some less good ones like
Code:
the Slow Digestion of Losgarcar <+3, +5, +1>
There is still work to be done here
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