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Dec 27 2018 11:42pm
Quote (BWConformity @ Dec 27 2018 07:24pm)
For this to be implemented it’s gonna have to be balanced... people are thinking it’ll be overpowered. I’m thinking this too if it’s implemented the way you’re thinking... but honestly it can be done so that it is not at all overpowered... just like other skills.

Here is an example of what I mean by balanced:

5 ranks per tier you can merge... so at rank 0 you can only do tier 1 magicals at max. At rank 5, you can do tier II magicals at max.

Prof gain must be very low... just like glyphing, so that you have to really work at this for a long time to do high level stuff

Now the most important step...
What is the success or failure rate going to be like...
Because the rate of success or failure determines how powerful/useful this skill is, this necessarily has to be low if it’s going to be balanced at all. And by low, I mean abysmally low. Epically low. Think about the first amazing thing people are gonna try to do with this skill—it’s making tier II and tier III staves and robes with 15 int and 300 mana. Individually, these item types are barely worth anything, but with this skill you can make a tier III staff with 15 int and 300 mana.

So when you fail, you must lose all the items.

But considering how powerful this skill would be with too high a success rate if you succeed with somewhat worthless items (think 20 str 20 dex lvl 10 wild heals or lightings and int/mana, dex/crit... etc, etc...), I’m thinkng a success rate around 1/200 = 0.05% or lower under the most optimum conditions would be approximately right.

And to make sure that you can still skill it up, fails should still grant experience/prof based on lvl as long as not aborted.

I think more discussion would be needed to make this viable but not overpowered but I think it could be a cool skill that would be skilled... but it can’t work often or it would definitely be overpowered af :P


Quote (HoneyBadger @ Dec 27 2018 07:34pm)
I would say that all my items would look like this.

https://ladderslasher.d2jsp.org/itemHistory.php?i=1208820819&c=0

Except ... I would have a bunch of merged unspawnables



I dare you to merge two unspawnables with a 0.05% success rate or lower :hail:
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Dec 27 2018 11:48pm
Problem with unspawns is they are low level.
So by the time I am merging level 15-20 items unspawns would be child's play.

And I would risk it.

This post was edited by HoneyBadger on Dec 27 2018 11:48pm
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Dec 28 2018 12:10am
Quote (BWConformity @ Dec 28 2018 06:24pm)
For this to be implemented it’s gonna have to be balanced... people are thinking it’ll be overpowered. I’m thinking this too if it’s implemented the way you’re thinking... but honestly it can be done so that it is not at all overpowered... just like other skills.

Here is an example of what I mean by balanced:

5 ranks per tier you can merge... so at rank 0 you can only do tier 1 magicals at max. At rank 5, you can do tier II magicals at max.

Prof gain must be very low... just like glyphing, so that you have to really work at this for a long time to do high level stuff

Now the most important step...
What is the success or failure rate going to be like...
Because the rate of success or failure determines how powerful/useful this skill is, this necessarily has to be low if it’s going to be balanced at all. And by low, I mean abysmally low. Epically low. Think about the first amazing thing people are gonna try to do with this skill—it’s making tier II and tier III staves and robes with 15 int and 300 mana. Individually, these item types are barely worth anything, but with this skill you can make a tier III staff with 15 int and 300 mana.

So when you fail, you must lose all the items.

But considering how powerful this skill would be with too high a success rate if you succeed with somewhat worthless items (think 20 str 20 dex lvl 10 wild heals or lightings and int/mana, dex/crit... etc, etc...), I’m thinkng a success rate around 1/200 = 0.05% or lower under the most optimum conditions would be approximately right.

And to make sure that you can still skill it up, fails should still grant experience/prof based on lvl as long as not aborted.

I think more discussion would be needed to make this viable but not overpowered but I think it could be a cool skill that would be skilled... but it can’t work often or it would definitely be overpowered af :P


Points are valid here... instead of your idea, how about having a % chance that the mod either has 1 or max roll when it is successful. Just like muting a Godly item but the essence comes out Magical (or item etc)

Example: TierIII Dagger 50% ee successfully merges with TierIII Dagger with 15 Dex ... % chance it is 1 ee / 1 dex or 30 ee / 5 dex or if lucky... 50 ee / 15 dex.



This post was edited by izParagonzi on Dec 28 2018 12:11am
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Dec 28 2018 12:27am
Quote (HoneyBadger @ Dec 27 2018 07:48pm)
Problem with unspawns is they are low level.
So by the time I am merging level 15-20 items unspawns would be child's play.

And I would risk it.


In my suggestion for this suggestion, prof rank would not actually increase success rate like it would in other skills. The only thing it would do would be to make merging faster. So you would be successful once in 200 tries on average... so rip ~398 unspawns per success! Ofc you could just get lucky in 1 try which is what would make this fun imo :P

If people would really risk their unspawns to make an epicgodly unspawn, I would definitely want this skill to exist!

This post was edited by BWConformity on Dec 28 2018 12:28am
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Dec 28 2018 03:52am
This is how items were transmuted during the early years, and some damn fine items were crafted.
As a matter of fact Natester created an item which I purchased from him in 2006

Many of you have seen it and have gone into drool overload

Godly ultimanium chain mail
Level Req: 55
Physical Defense: 40 to 101
Magical Defense: 0 to 29

+55 Strength
+20 Dexterity
+22 Vitality
+53 Intelligence
+3% Experience Gained
+2 Mana Regen
+1 to 26 Life per Kill
+5% Parry

They just can't make them like they used to -- nerfing entered into the playing field

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