Author
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Topic: crafted items: lvls how calculated?
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Swissdave Serf
Posts: 2 From: Switzerland Registered: Feb 2002 |
posted 09 February 2002 08:10
First the random attributes: which lvl of the prefixes and suffixes is here possible? I know that the boundarys are somehow calculated from the "lvl", "plvl" and "ilvl" columns in cubemain.txt, but how?Then the lvl-req of the resulting item: I read that it is (lvl of highest attribute) + (#random attributes * 3) but what if the highest attribute is a fix attribute? And is this formula correct?

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Watcher WarLord
  
Posts: 196 From: Who cares anyway? Registered: Oct 2001 |
posted 09 February 2002 10:44
Your formula is correct. And the fixed attributes have no lvl requirement, so no problem.Now, the affix levels... If "plvl" alone is entered, the max level is "plvl"% of your character level. If "plvl" and "ilvl" are entered, the min level is "plvl"% of your character level and the max level is "ilvl". If "plvl" and "lvl" are entered, the min level is "lvl" and the max level is "plvl"% of your character level. If "ilvl" alone is entered, the max level is "ilvl". If "lvl" and "ilvl" are entered, the min level is "lvl" and the max level is "ilvl". I think. Watcher ------------------ To fail is human. Complete breakdown requires a computer.

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Fuzzbox Squire

Posts: 42 From: uk Registered: Sep 2001 |
posted 09 February 2002 10:49
i believe it was discovered that "lvl" on its own sets the ilvl of the resulting item, i believe Ruvanal proved this on the LurkerLounge as the chip-cube recipe has lvl at 30, but can still produce chips.there is an extra level "alvl" which is calculated by a formula involving ilvl and qlvl of base item.

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Ruvanal Knight

Posts: 59 From: Registered: Feb 2002 |
posted 09 February 2002 17:19
http://www.marduke.com/bnet/d2/stats/chipped.htmlThis will have the information on how to calculate the resulting ilvl of cubed items from the lvl, plvl and ilvl values. The second part will show the calculations for determining the alvl for random affixes for items from any spawning source (cube, monsterdrop, quest reward, vendor sales, gambling, etc.). quote: Then the lvl-req of the resulting item: I read that it is (lvl of highest attribute) + (#random attributes * 3) but what if the highest attribute is a fix attribute? And is this formula correct?
While I wish this was the correct fromula, it does not appear to be. A quick test that I did a couple of days ago resulted in these 2 rings. First was crafted at lvl=10 and no fixed mods Rune Circle Req Level=26 +16 AR (Bronze rlvl=1) Cold Resist +7% (Azure rlvl=3) Half Freeze Duration (of Warmth rlvl=7) I do not see anyway to fit these 3 mods to the resulting required level using that formula. Second ring was crafted at lvl=99 and again with no fixed mods. Eagle Spiral Req Level=87 7% Life Steal (of Lamprey rlvl=65) +4 Strength (of Might rlvl=15) Replenish Life +7 (of Regrowth rlvl=41) Cold Resist +27% (Cobalt rlvl=13) Again this does not fit the formula that you have listed. While Hammerman and myself had thought that we had worked out the correct formula a couple of months ago; it does not stand up to these 2 rings much better than the formula you have listed. I guess that I will need to take some time and run some better controlled tests to try to check on what is happening.

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Swissdave Serf
Posts: 2 From: Switzerland Registered: Feb 2002 |
posted 13 February 2002 11:15
Thanks for your answers! It helped me alot  But there are still some points I want to know more about:- If the ilvl is not used when the lvl is set, why does blizzard itsself set it to 60 in the receipe with the magical sword? - I want to achieve that I can set boundarys between wich the resulting random affixes lies, is that possible? - The resulting required lvl of the item seems to be always ~20 lvls above the highest affix, did you make similar experiences? I hope you can help me and you can understand my english, I know that it's not the best 

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Ruvanal Knight

Posts: 59 From: Registered: Feb 2002 |
posted 13 February 2002 16:58
quote: - If the ilvl is not used when the lvl is set, why does blizzard itsself set it to 60 in the receipe with the magical sword?
Probably left over from their own balancing efforts. Or sloppy editing (I favor this one with all the editing errors that I see in the game; ~40% of buggs are due to poor editing skills, even in the source code). Or the person setting it didn't know what the correct formula was either (there are several affixes that cannot appear or only 2 monsters can spawn them in the game; intentional? I doubt it). quote: - I want to achieve that I can set boundarys between wich the resulting random affixes lies, is that possible?
There will be only one resulting alvl value based on the ilvl+qlvl+magic_bonus. This alvl value is compared to the Level (for minimum level) and MaxLevel columns in the affix tables to determine the available affixs that can appear on the item. quote: - The resulting required lvl of the item seems to be always ~20 lvls above the highest affix, did you make similar experiences?
Not always. I got 2 different values in the examples that I listed (19 and 22) and I have gotten items where the req lvevl is less than 15 above the highest random affix on the item (an assassin shield with req level of 14).

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