Random Tidbits: New Affix Evaluation

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Nefarius
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Random Tidbits: New Affix Evaluation

Post by Nefarius » Sat Jul 04, 2009 7:42 pm

The way magic/rare/crafted affixes are selected differs drastically from vanilla D2 which has a very grind-ish nature which has proven to pose more trouble then changing the eval itself (which was recoded ages ago anyway, but still used the old rarity driven logic), the main problem we had with the original routine is that rarity was global, that is, the rarity was summed up for everything in the pool, which caused considerable trouble when one group was supposed to spawn more often (etc), furthermore the odds were altered again each time a new affix entered the pool, making it very hard to make things appear with the desired frequency throughout all phases of the game, alas that was then, this is about whats now.

First of all frequency calcs are restricted to their own affix group, that is if there are 5 enhanced damage modifiers the frequency is solely used to pick amongst them, it has no global influence, globally all affix groups have an identical chance to occur, just the individual affixes within each group can be further tweaked via rarity.

Now, 'the same chance' may've been a bit off, the chance for individual groups does get altered, but not in a bad way, would you use a rare melee weapon without enhanced damage? no, of course not ( or at least its rather unlikely you'd use this ). Now the chance to get specific groups can be altered on a per-item basis, at present combat weapons (not things for casters, those don't get ed% anyway) have a improved chance to spawn with damage enhancing modifiers and heavy armors ( plate and several chain ones ) have an improved chance to spawn with various defense improving modifiers.

So how is this calculated? first Qualities.txt has a field for each quality that defines a base chance ( on a difficulty basis ).

This is 33% for magic, 66% for rare and 75% for crafted at the moment for all difficulties (but this is of course bound to change in the future). Now the result of ( effective_iLvl - qLvl ) / 16 is added to this chance ( effective ilvl refers to the item level + the magic level bonus for things like circlets ).
Last edited by Nefarius on Sat Jul 04, 2009 7:44 pm, edited 1 time in total.
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Re: Random Tidbits: New Affix Evaluation

Post by Radamer » Wed Nov 04, 2009 4:26 pm

Nefarius" wrote:Now, 'the same chance' may've been a bit off, the chance for individual groups does get altered, but not in a bad way, would you use a rare melee weapon without enhanced damage? no, of course not ( or at least its rather unlikely you'd use this ). Now the chance to get specific groups can be altered on a per-item basis, at present combat weapons (not things for casters, those don't get ed% anyway) have a improved chance to spawn with damage enhancing modifiers and heavy armors ( plate and several chain ones ) have an improved chance to spawn with various defense improving modifiers.
This part I find interesting. It's really annoying in regular Diablo II to get rare/crafted boots without faster run/walk or craft Blood Gloves without increased attack speed.

That's a nice shift in our favor as a player and definitely increases the likelihood of us picking up every rare item and holding on to it.

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Re: Random Tidbits: New Affix Evaluation

Post by Nefarius » Wed Nov 04, 2009 7:35 pm

Yes, the idea is mostly (not only with this but also many other item related changes), to cut down on the useless clutter that fills the screen in vanilla, mostly removing any desire to pick up things that arent rare circlets, jewelry or charms/jewels (and ofc unique and set items).
''(...) The game can basically be considered unhackable. '' - Blizzard Entertainment (30th May 2000)
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