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Old December 15, 2016, 19:38   #21
Estie
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Quote:
Originally Posted by Pete Mack View Post
You guys are missing a couple points:
1. Deathwreaker and Soulkeeper are *rare*. The item base probability on these items is low, and the artifact probability is low, so the combined probability is extremely low. Turn Deathwreaker into a broadsword, or Soulkeeper into studded leather armor, and suddenly the odds of seeing them is significantly higher.
2. In the ordinary artifacts, the top items are concentrated in two slots: weapons and armor. Getting Doomcaller is useless if you already have Deathwreaker. But getting one of these for gloves and another for a bow, and suddenly your character is unbelievably strong.
1. I am fairly sure that it doesnt work that way. Deathwreaker is also rare if it is based on a longsword. I dont know (but would love to learn) how exactly distribution works.

2. It is very rare that Deathwreaker and Bladeturner turn into something other than a melee weapon or armor. I have seen Deathwreaker as a heavy xbow occasionally (in which case it invariably aggravates, which makes me suspect that power is capped for low base items, and xbow only passes if it aggravates, which should lower the score ?) or a mithril shield. Bladeturner basically always ends up a melee weapon or armor.
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Old December 15, 2016, 19:40   #22
Derakon
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Quote:
Originally Posted by Pete Mack View Post
1. Deathwreaker and Soulkeeper are *rare*. The item base probability on these items is low, and the artifact probability is low, so the combined probability is extremely low. Turn Deathwreaker into a broadsword, or Soulkeeper into studded leather armor, and suddenly the odds of seeing them is significantly higher.
I believe, though I have not verified, that randart rarity is meant to take into account the rarity of the base artifact. Like, Bladeturner is a pretty common artifact on a very rare body armor; if it got transferred to a common base item like a Dagger, then its artifact rarity would shoot way up to compensate.

Quote:
2. In the ordinary artifacts, the top items are concentrated in two slots: weapons and armor. Getting Doomcaller is useless if you already have Deathwreaker. But getting one of these for gloves and another for a bow, and suddenly your character is unbelievably strong.
Depends on how you classify "top item". Like I said earlier, Thorin and Cambeleg are super-common and pretty damn awesome items in comparison to the kinds of randarts players are forced to roll with. They don't have as much power as Doomcaller or Deathwreaker, maybe, but they're really solid power boosts for the player and you're going to find them in every single game.

Randarts don't have those kinds of "bread and butter" artifacts that the player can lean on to help them climb the power curve. Empirically, randarts usually have a dearth of good items in any slot and have to cobble together a more-or-less functional kit from what they find. Which is good!
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Old December 15, 2016, 21:12   #23
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Quote:
Originally Posted by Derakon View Post
I believe, though I have not verified, that randart rarity is meant to take into account the rarity of the base artifact. Like, Bladeturner is a pretty common artifact on a very rare body armor; if it got transferred to a common base item like a Dagger, then its artifact rarity would shoot way up to compensate.
This is correct - the rarity of the randart is set so that the product of base item rarity and artifact rarity remains the same.
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