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Old July 12, 2018, 07:11   #21
Nick
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Quote:
Originally Posted by jevansau View Post
When working on the randart generation code, it would be good to also look at the max level choices.

Particularly for object types with low average base powers, the max level should be much higher.

Conversely, for weapons and maybe body armor, the max level should tail off quicker.
Sorry, I don't quite get this. Could you explain in some more detail?
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Old July 12, 2018, 14:45   #22
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Sorry, I don't quite get this. Could you explain in some more detail?
I think the concern is that e.g. the Hard Leather Boots of Feanor, being Hard Leather Boots (a low-level item) would, if they were a randart, have a fairly restrictive cap on how deep they can appear. I don't know if that's actually the case, but certainly an item's max depth should correspond to its power alone, not to its base item.
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Old July 12, 2018, 14:47   #23
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The other way holds too: get rid of too many weak ego types at some depth, and essentially every object becomes top notch. (Notably, big three weapons. Also: crowns.)
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Old July 12, 2018, 22:18   #24
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Oh, right, that makes sense.
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