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Old May 11, 2009, 20:48   #11
Magnate
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Quote:
Originally Posted by Mondkalb View Post
But it seems that getting rNether is not easy in the current versions of the game.
Play with randarts. That way you never know *which* resist will be hard to get in any given game.
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Old May 12, 2009, 19:33   #12
Elsairon
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Play with randarts. That way you never know *which* resist will be hard to get in any given game.
This seems to make pricing flavor/resist by rarity irrelevant.
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Old May 12, 2009, 20:35   #13
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Quote:
Originally Posted by Elsairon View Post
This seems to make pricing flavor/resist by rarity irrelevant.
I think this is why I had such a hard time accepting the importance of rarity in pricing.

This really is pretty difficult. On the one hand you could say that pricing should ignore artifacts altogether, and go according to how common/rare things are on standard or ego items ... but then you might go many many games without seeing a Sling of Buckland, an Amulet of Trickery or a weapon of Gondolin. So it doesn't really make sense to ignore artifacts.

The best I can come up with is that attributes are supposed to have the same overall rarity in a randart set as in the standard artifact set, so pricing with those rarities taken into account does kind of make sense. But the joy of randomness is that that normalises over many thousands of sets, so in any given game you might get one particular almost unfindable attribute.

Ho hum.
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