lootpack changes. Merc this is for you to test eventually!

Moderators: Benn, Calix, senji

Post Reply
Calix
MOTODEAMON
Posts: 6109
Joined: Sat Dec 27, 2003 10:05 am

lootpack changes. Merc this is for you to test eventually!

Post by Calix »

Right, I've improved almost every AOS lootpack, from 'average' to 'superboss'

No increase in drop chance, but increased min properties per item(from 1 mostly to 2-3). Also increased minimum mod intensities. Obviously this is all scaling still, with the better loot packs still being better. Even more so in some cases.

Also moving a few monsters up the loot pack table. For example, Poison Elementals could drop either the 'rich' or 'super rich' loot pack. Now it's 'super rich' or 'ultra rich' - and obviously with the above changes, these loot packs are better than before anyway. It might be a bit too much(like when I removed some of the useless runic mods) - we'll have to see. I think we're all agreed that basic PvM loot was in need of a boost, though?

Fatalist
POO ELEMENTAL
Posts: 2540
Joined: Wed Feb 11, 2004 8:15 pm

Re: lootpack changes. Merc this is for you to test eventuall

Post by Fatalist »

Good change IMO. Monster loot will rarely be top end items so doesn't hurt to make it more rewarding for those who invest time in pvm. Also Skelton/lizard man bashing will be less tedious now.
Down with Scotland

Mercury
[Trial, I-C]
Posts: 1063
Joined: Sat Nov 13, 2004 3:34 pm

Re: lootpack changes. Merc this is for you to test eventuall

Post by Mercury »

yeh il test that shit, once we do some proper testing. Il spend a night pvming (normal farmable shit like daemons/dread spiders/bloods/ogre lords) etc and see what i get.

Calix
MOTODEAMON
Posts: 6109
Joined: Sat Dec 27, 2003 10:05 am

Re: lootpack changes. Merc this is for you to test eventuall

Post by Calix »

In case anyone is wondering how it works. This is the unedited version. The key numbers are towards the end of this example:

Code: Select all

new LootPackEntry( false, AosMagicItemsRichType2,	  1.00, 1, 5, 0, 90 )
The 1.00 = chance to drop the item. 1.00 = 1%. The 1 = minimum properties on item. The 5 = max properties on item. 0 = minimum property intensity. 90 = max property intensity.

Below is the full code before any of my changes:

Code: Select all


#region AOS definitions
		public static readonly LootPack AosPoor = new LootPack( new LootPackEntry[]
			{
				new LootPackEntry(  true, Gold,			100.00, "1d10+10" ),
				new LootPackEntry( false, AosMagicItemsPoor,	  0.02, 1, 5, 0, 90 ),
				new LootPackEntry( false, Instruments,	  0.02, 1 )
			} );

		public static readonly LootPack AosMeager = new LootPack( new LootPackEntry[]
			{
				new LootPackEntry(  true, Gold,			100.00, "3d10+20" ),
				new LootPackEntry( false, AosMagicItemsMeagerType1,	  1.00, 1, 2, 0, 10 ),
				new LootPackEntry( false, AosMagicItemsMeagerType2,	  0.20, 1, 5, 0, 90 ),
				new LootPackEntry( false, Instruments,	  0.10, 1 )
			} );

		public static readonly LootPack AosAverage = new LootPack( new LootPackEntry[]
			{
				new LootPackEntry(  true, Gold,			100.00, "5d10+50" ),
				new LootPackEntry( false, AosMagicItemsAverageType1,  5.00, 1, 4, 0, 20 ),
				new LootPackEntry( false, AosMagicItemsAverageType1,  2.00, 1, 3, 0, 50 ),
				new LootPackEntry( false, AosMagicItemsAverageType2,  0.50, 1, 5, 0, 90 ),
				new LootPackEntry( false, Instruments,	  0.40, 1 )
			} );

		public static readonly LootPack AosRich = new LootPack( new LootPackEntry[]
			{
				new LootPackEntry(  true, Gold,			100.00, "10d10+150" ),
				new LootPackEntry( false, AosMagicItemsRichType1,	 20.00, 1, 4, 0, 40 ),
				new LootPackEntry( false, AosMagicItemsRichType1,	 10.00, 1, 5, 0, 60 ),
				new LootPackEntry( false, AosMagicItemsRichType2,	  1.00, 1, 5, 0, 90 ),
				new LootPackEntry( false, Instruments,	  1.00, 1 )
			} );

		public static readonly LootPack AosFilthyRich = new LootPack( new LootPackEntry[]
			{
				new LootPackEntry(  true, Gold,			100.00, "2d100+200" ),
				new LootPackEntry( false, AosMagicItemsFilthyRichType1,	 33.00, 1, 4, 0, 50 ),
				new LootPackEntry( false, AosMagicItemsFilthyRichType1,	 33.00, 1, 4, 0, 60 ),
				new LootPackEntry( false, AosMagicItemsFilthyRichType2,	 20.00, 1, 5, 0, 75 ),
				new LootPackEntry( false, AosMagicItemsFilthyRichType2,	  5.00, 1, 5, 0, 100 ),
				new LootPackEntry( false, Instruments,	  2.00, 1 )
			} );

		public static readonly LootPack AosUltraRich = new LootPack( new LootPackEntry[]
			{
				new LootPackEntry(  true, Gold,			100.00, "5d100+500" ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 25, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 25, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 25, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 25, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 25, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 35, 100 ),
				new LootPackEntry( false, Instruments,	  2.00, 1 )
			} );

		public static readonly LootPack AosSuperBoss = new LootPack( new LootPackEntry[]
			{
				new LootPackEntry(  true, Gold,			100.00, "5d100+500" ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 25, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 25, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 25, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 25, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 33, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 33, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 33, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 33, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 50, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 50, 100 ),
				new LootPackEntry( false, Instruments,	  2.00, 1 )
			} );
		#endregion

Belgarion
FISSURE OF WOE
Posts: 325
Joined: Fri Sep 30, 2005 7:54 am

Re: lootpack changes. Merc this is for you to test eventuall

Post by Belgarion »

As someone who did a fair bit of PvM till the bitter end, there is one thing i would like to stress.

Let us, for the sake of this point about to be made, define monsters into 9 "boxes".

low, mid and high tier easy monsters
low, mid and high tier medium monsters
low, mid and high tier hard monsters

Some bechmarks:

headless, lizzerdman, earth elemental
fire elemental, drake, dread spider
dragon, blood elemental, balron

(this is off the top of my head, so bear with me)

And here is the point: For any monster that is within the "hard" monster categoy, there NEEDS to be the chance, however small, for "that" drop.
You know, the Piourk sword, with max stats all at max intensities (if i recall correctly, Squall got that weapon from a dragon in destard)

I dont care if the chance is 0.0000000000001%, but it needs to be there! Its what keeps people going. That little chance that the next dragon might be the one who makes you a fortune.
Image
I-Cers about my joining I-C:
Clx: "risk", "what? dont", "I`ll object"
Future: "fucked up"
Villa: "dirty and unclean"
senj: "guildhopper"

Calix
MOTODEAMON
Posts: 6109
Joined: Sat Dec 27, 2003 10:05 am

Re: lootpack changes. Merc this is for you to test eventuall

Post by Calix »

Yeah. Completely agreed. I didn't PvM in AOS at all outside of champ spawns.

Reasons: Doom = Trammel, neon and horrible. Normal PvM seemed pointless because all items were shit compared to crafted stuff.

Doom = now in Fel, and we're making normal PvM loot a lot better than on OSI. I'll post my code tomorrow to see what you think. If you read my description above it'll be easy to see from my next post the kind of items you can get from monster types. I'll explain what loot packs all spawns have as well.

Calix
MOTODEAMON
Posts: 6109
Joined: Sat Dec 27, 2003 10:05 am

Re: lootpack changes. Merc this is for you to test eventuall

Post by Calix »

Belg I love it when I get you interested in something, because that mental brain of yours always gives detailed and precise answers and opinions. So here, a detailed break down of important spawns. Opinions please! Which spawns need a boost or the opposite?

Firstly let me reiterate the relevant part of the code from above, starting at lootpack:rich, and including my changes this time.

Code: Select all

		public static readonly LootPack AosRich = new LootPack( new LootPackEntry[]
			{
				new LootPackEntry(  true, Gold,			100.00, "10d10+150" ),
				new LootPackEntry( false, AosMagicItemsRichType1,	 20.00, 1, 4, 10, 40 ),
				new LootPackEntry( false, AosMagicItemsRichType1,	 10.00, 2, 5, 30, 60 ),
				new LootPackEntry( false, AosMagicItemsRichType2,	  1.00, 2, 5, 40, 90 ),
				new LootPackEntry( false, Instruments,	  1.00, 1 )
			} );

		public static readonly LootPack AosFilthyRich = new LootPack( new LootPackEntry[]
			{
				new LootPackEntry(  true, Gold,			100.00, "2d100+200" ),
				new LootPackEntry( false, AosMagicItemsFilthyRichType1,	 33.00, 1, 4, 20, 50 ),
				new LootPackEntry( false, AosMagicItemsFilthyRichType1,	 33.00, 2, 4, 20, 60 ),
				new LootPackEntry( false, AosMagicItemsFilthyRichType2,	 20.00, 2, 5, 40, 75 ),
				new LootPackEntry( false, AosMagicItemsFilthyRichType2,	  5.00, 2, 5, 50, 100 ),
				new LootPackEntry( false, Instruments,	  2.00, 1 )
			} );

		public static readonly LootPack AosUltraRich = new LootPack( new LootPackEntry[]
			{
				new LootPackEntry(  true, Gold,			100.00, "5d100+500" ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 25, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 25, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 2, 5, 25, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 2, 5, 40, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 2, 5, 40, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 3, 5, 60, 100 ),
				new LootPackEntry( false, Instruments,	  2.00, 1 )
			} );

		public static readonly LootPack AosSuperBoss = new LootPack( new LootPackEntry[]
			{
				new LootPackEntry(  true, Gold,			100.00, "5d100+500" ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 25, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 25, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 25, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 25, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 1, 5, 33, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 2, 5, 33, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 2, 5, 33, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 2, 5, 50, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 3, 5, 50, 100 ),
				new LootPackEntry( false, AosMagicItemsUltraRich,	100.00, 3, 5, 75, 100 ),
				new LootPackEntry( false, Instruments,	  2.00, 1 )
			} );
		#endregion
Taking the lootpack:aossuperboss as the example, the 100.00s = chance of item drop. 100.00 = 100%. So spawns with this loot pack have a 100% chance of dropping the 10 different items with the 100.00 listed next to them. 5 of these items will have between 1-5 mods, 4 with a 25-100 intensity range, 1 with a 33-100 intensity range. 3 more will have 2-5 mods, 2 with 33-100 intensity range, 1 with 50-100 intensity range. I'm sure you get the picture of how this continues.

So listing a few well known spawns and their lootpacks. When 2+ lootpacks are listed per monster, it means it will randomly choose one of those lootpacks per kill. Boosted by me means I've knocked their lootpack up a level or two.

Lich - Lootpack = Rich (also has chance to drop the minor artifact Tome of Enlightenment - less powerful than OSI version)
Lich Lord - Lootpack = Filthy Rich (also has chance to drop the minor artifact Tome of Lost Knowledge - less powerful than OSI version)
Ancient Lich - Lootpack = Filthy Rich or Ultra Rich (also has chance to drop the minor artifact Tome of Lost Knowledge - less powerful than OSI version)
Elder Gazer - Lootpack = Filthy Rich (also has chance to drop the minor artifact Heart of the Lion)
Deamon - Lootpack = Average or Rich
Balron - Lootpack = Filthy Rich or Ultra Rich (also has chance to drop the minor artifact Circlet of Steel)
Titan - Lootpack = Average or Filthy Rich (also has chance to drop the minor artifact Enchancted Titan Leg Bone)
Arctic Ogre Lord - Lootpack = Rich or Filthy Rich
Bone Knight - Lootpack = Meagre or Average
Ogre Lord - Lootpack = Rich (also has chance to drop the minor artifact Dread Pirate Hat)
Blood Elemental - Lootpack = Filthy Rich or Ultra Rich (also has chance to drop the minor artifact Gloves of the Pugilist) - Boosted by me
Poison Elemental - Lootpack = Filthy Rich or Ultra Rich (also has chance to drop the minor artifact Nox Rangers Crossbow) - Boosted by me
Dread Spider - Lootpack = Filthy Rich (also has chance to drop the minor artifact Violet Courage)
Terathan Matrarch - Lootpack = Rich or Filthy Rich (also has chance to drop the minor artifact Cold Blood) - Boosted by me
Dragon - Lootpack = Filthy Rich
White Wyrm- Lootpack = Rich or Filthy Rich
Silver Serpent - Lootpack = Average
BoneDemon/Impaler/Flesh Renderer - Lootpack = Ultra Rich (also have chance to drop reward dye tubs, reward clothing, CBD's and special hair dye)
Dark Father - Lootpack = Super Boss (also have chance to drop rarity 11 artifacts as per OSI)

Another thought while I'm at it - Doom Stealable Artifacts like Inquis from Paragons? But only if you can steal the item from the chest, possibly?

Laz
Posts: 471
Joined: Thu Feb 19, 2004 1:47 am
Location: right here

Re: lootpack changes. Merc this is for you to test eventuall

Post by Laz »

Calix wrote:Another thought while I'm at it - Doom Stealable Artifacts like Inquis from Paragons? But only if you can steal the item from the chest, possibly?
The Inquisitors resolution were afaik quite hard to get on OSI due to it requiring 5 people (or 5 accounts). The 4 of them standing on tiles surrounding a center tile where the 5th person would be located.
At each of the 4 outside tiles there was a lever that needed to be pulled.
Failure to get the right combination of levers would result in some damage to everyone, not sure if it was enough to kill the people or if it was survivable.

When the levers were activated in the correct sequence the person on the middle tile would be teleported to the room with the gloves, upon entry i beleive the thief would get poisoned and start taking damage and would keep doing so untill he leaves the room or dies, I am not sure how much damage it was per tick though.
Basically the idea was that you need to successfully steal the arti before you run out of health. Stealing the rarity 10 arties with GM stealing was very hard i think although this is based on memory of what i read back then.

Maybe Zole has more details I have never stolen any of these items myself.

Afaik the other rarrity 10 were not near as hard to get to.

I'm not suggesting you design something similare, I am just wondering what you mean by Paragon as that was some buffed versions of normal monsters that spawned only in Ilshenar and had a chance to drop the minor artifacts. Or do you mean some special chest?
Maybe you have covered this in another thread I have not read yet.

This is not on topic, but when an artifact is rewarded, will it then be on the corpse to loot or will it spawn in the backpack of whoever earned it?
If it spawns on the corpse like original, like skulls of champions used to, it encourages lootscrips, but is obviously also more in the spirit of the Felucca ruleset that whoever grabs it gets it.
Again I am sorry if this has already been covered in another thread.

Laz

zole
ladyboycrush.com
Posts: 1494
Joined: Wed Dec 24, 2003 4:53 pm
Location: Your mum

Re: lootpack changes. Merc this is for you to test eventuall

Post by zole »

By Paragon he is talking about the ilsh monsters.

And your explanation about the arti stealing was spot on.

I think having the limited spawn time is nice, especially for the inquis, which is ofc the most desirable. But maybe change it to something event like. Instead of once a month how about once every ten days there is an invasion of a town somewhere, with a spawn system similar to a champ spawn, but can be announced by town criers.

For example: DARK (all these eles are unaffected by elemental slayer weps) Earth elementals have been seen attacking skara brae > The Citizens of Britannia are battling the earth elementals, but now air and water and fire elementals have joined the fray > + Poison > + Blood > ELEMENTAL SHAMAN (drops inquis), also spawns with lots of "guardian" elementals, which are blood eles who can do level 5 poison. ALSO: Your summons get turned against you. The idea being that this is the "ultimate" spawn. Mages being able to EV everything just makes it too easy to do a spawn with just a few people.

The reason i think something like that would be good is that inquis are such a good item. Having them spawn every 10 days (although a week or something would be fine) would mean that it wouldn't take too long to spawn. I guess instead of having it on an exact timer, something like having a period of time when it won't spawn (every 5 days) and then after the 5th day the percentage of an invasion slowly goes up, with it definitely happening within 10 days.

Thinking about it, although i like inquis as an item, but it would be good to maybe make some real sexy item for dexxers too. Inquis isn't imba but it gives a huge boost in terms of stats, while sacrificing a lot of resists, allowing you to make a suit you might not be able to make otherwise. Dexxers have plenty of HCI/DCI possibilities, so how about something like SSI gloves? If we have a cap anyway it's not going to damage anything, but would allow dexxers to change what weapons they use, kind of like how it enabled mages to get awesome ring/brace without FCR.


This whole idea ticks boxes for community (you will need plenty of people to reach the boss part), factions (having it in town will give an advantage to whichever faction controls the town, as there will be fighting i assume, so traps etc would work to your advantage), pvp (duh) and just generally would be awesome.

OFC it's work to do, and i don't think it's good to make automated events like a lot of free shards, but having it as a spawn type thing, and in place of the normal 30 day puzzle camp fest that inquis was would be good.
[img]http://www.photobasement.com/wp-content/uploads/2008/04/deeaaaaaaad.jpg[/img]

Belgarion
FISSURE OF WOE
Posts: 325
Joined: Fri Sep 30, 2005 7:54 am

Re: lootpack changes. Merc this is for you to test eventuall

Post by Belgarion »

Hmm, so if i got this right, EVERY Dark Father has a 100% chance to drop an item that has between 3 and 5 properties, which are all between 75 and 100% intensity?

If that is the case, then i think that might be way too good.
Even more so since i seem to recall you cleaning up the properties list, removing some of the useless ones. Ones that would in thins case have evened things out a bit.

I suggest either fiddling with the numbers, OR maybe the % chance of getting that particular drop.

new LootPackEntry( false, AosMagicItemsUltraRich, 33.00, 3, 5, 75, 100 ), ??


As for the monsters you listed, most seem to be about where they should, with maybe some minor adjustments, but w/e
Image
I-Cers about my joining I-C:
Clx: "risk", "what? dont", "I`ll object"
Future: "fucked up"
Villa: "dirty and unclean"
senj: "guildhopper"

Calix
MOTODEAMON
Posts: 6109
Joined: Sat Dec 27, 2003 10:05 am

Re: lootpack changes. Merc this is for you to test eventuall

Post by Calix »

Properties list clear up = reversed after Merc and Attard made some super items from barbed runics. You might be right still about it being too much, will have to test.

Post Reply