Random Tidbits: Gem and Rune drops

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Nefarius
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Random Tidbits: Gem and Rune drops

Post by Nefarius » Fri Jul 31, 2009 9:35 pm

Runes

First thing to say about this is that we are going to have 6 rune sets, that is, 6 unique rune alphabets, 4 of these have a realistic origin the other 2 are special. Each can occur only on one continent ( that is the four main ''acts'', one for the climax area and another that will be available in the deep subterranean areas ). The rarity of runes within each set is not of the unfair order of magnitude ( read 'bot me' ) that vanilla d2 is so notorious for, there is some scaling in rarity of runes but it is reasonable. The logic for rune drops is also completely different.

There are 3 data tables that store a chance to upgrade the runes, not downgrade them, that is we only list a basic rune ( the 'starting point' ) in the TC files, the upgrading is done during item generation. Each table refers to one of the three difficulties. Naturally on normal (I'll use the d2 names for the diffs here) the upgrading chances are lower, it progresses on hell. The chance to upgrade is a chance in 100000ths.

Heres a dummy progression table I made for the vanilla runes that are still left in there for now.

Chance to upgrade on normal:

Code: Select all

50.00
47.03
45.55
44.06
42.58
41.09
39.61
38.12
36.64
35.15
33.67
32.18
30.70
29.21
27.73
26.24
24.76
23.27
21.79
20.30
18.82
17.33
15.85
14.36
12.88
11.39
9.91
8.42
6.94
5.45
3.97
2.48
Chance to upgrade on Nightmare

Code: Select all

50.00
47.33
46.00
44.67
43.33
42.00
40.67
39.33
38.00
36.67
35.33
34.00
32.67
31.33
30.00
28.67
27.33
26.00
24.67
23.33
22.00
20.67
19.33
18.00
16.67
15.33
14.00
12.67
11.33
10.00
8.67
7.33
Chance to upgrade on Hell:

Code: Select all

50.00
47.64
46.45
45.27
44.09
42.91
41.73
40.55
39.36
38.18
37.00
35.82
34.64
33.45
32.27
31.09
29.91
28.73
27.55
26.36
25.18
24.00
22.82
21.64
20.45
19.27
18.09
16.91
15.73
14.55
13.36
12.18
When a rune is upgraded the code will continue trying to update until either the qlvl of the next rune is too high OR the roll fails.

But this is not all, we added a stat that can improve the odds a rune will upgrade similar to MF in vanilla.

Trinket Gems
Trinket gems use the same logic as runes for upgrading (these gems can be inserted into obelisks to recieve buffs), but there is no stat to improve their odds of upgrading.

Gems
Gem drops work exactly as item quality evaluation! It first tries to spawn perfect, if this fails flawless, if that fails normal, then flawed and eventually chipped if all rolls fail.

The formula:

Code: Select all

if ( divisor )
{
	chance = base_chance - ( iLvl - qLvl ) / divisor;
}
	else
{
	chance = base_chance;
}

final_chance = max( ( chance * 100 / ( 100 + bonus_stat ) ) * 128, minimum_chance );
It will then roll a random value between 0 and final_chance - 1, if this value is less then or equal to 128 the upgrade is performed.

The base_chance, divisor and minimum_chance are difficulty level dependant.
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