Opened 10 years ago

Closed 9 years ago

#1150 closed change (fixed (in master))

Inhibit overly powerful randarts

Reported by: magnate Owned by: magnate
Milestone: 3.4.0 Keywords: items


While uber-randarts are fun, they appear to be occurring too frequently. This needs two different sets of changes:

  1. Reduced chances of high-damage combinations: extra dice, high to-dam, extra blows/might/shots, multiple x5 slays, multiple brands, etc. Off-weapon damage, blows/shots and slays/brands should all be rarer. Likewise for launchers.
  1. Increased rarity of powerful randarts. Rings are a particular problem with a minimum alloc_prob of 1. Either I have to code a blanket veto for common base items above a certain power level, or I need to persuade Takkaria to add an order of granularity to alloc_prob, i.e. 1-1000 instead of 1-100.

Change History (6)

comment:1 Changed 10 years ago by magnate

  • Status changed from new to assigned

See for a hilarious combination

comment:2 Changed 10 years ago by magnate

Making +blows and +shots into supercharges might make them both sufficiently rare and de-no-brain them (as in, they appear without (m)any other attributes).

comment:3 Changed 10 years ago by magnate

  • Keywords blocker added

[b0b2d91] (SVN r2008) is likely to have made this worse - adding blocking keyword so Takk knows not to release 3.1.3 until this ticket is closed. Depends on #1005 and #1004 (which in turn depends on #987).

comment:4 Changed 10 years ago by magnate

  • Keywords blocker removed
  • Milestone changed from 3.2.0 to Future

In the last four months some of this has been addressed: off-weapon blows and shots are now rated much higher and are correspondingly rarer. But the rest of the ticket is quite complex, so postponing to Future because of the dependencies.

comment:5 Changed 10 years ago by magnate

  • Milestone changed from Future to 3.4.0

comment:6 Changed 9 years ago by magnate

  • Resolution set to fixed (in master)
  • Status changed from assigned to closed

This is essentially fixed in v4 with the extended alloc_prob scale and fixed in V as far as it can be.

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