d2jsp
Log InRegister
d2jsp Forums > d2jsp > Ladder Slasher > Drop Rates.
Prev13456713Next
Add Reply New Topic New Poll
Member
Posts: 59,984
Joined: Jul 10 2006
Gold: 7,863.56
Jul 29 2016 10:33am
Quote (howtodisappearcompletely @ Jul 29 2016 01:10pm)
I think this is short sighted. Existing players might be pissed when you remove gear, but at least it will open the door to new players who are interested in starting to play.


Ladder Slasher
No active Ladder Slasher characters.


Unless you play, you have no clue about this game.


Not short-sighted at all. It's as realistic a prediction as anyone can make who has played this game since day 1.

Old established players would leave in total disgust, newer players would have to play
with the inadequate gear that currently drops, and they too would quickly leave equally disgusted.

As well, who would the new players turn to for advice when the experienced players have gone.

This post was edited by Paparick on Jul 29 2016 10:36am
Member
Posts: 73,199
Joined: Jun 12 2007
Gold: 60.80
Trader: Trusted
Jul 29 2016 11:55am
Quote (howtodisappearcompletely @ 29 Jul 2016 18:10)
I think this is short sighted. Existing players might be pissed when you remove gear, but at least it will open the door to new players who are interested in starting to play.


why wouldnt this door still be open for those players?
it would be the exact god damn thing today.
Moderator
Posts: 56,770
Joined: Feb 12 2009
Gold: 2,676.12
Trader: Trusted
Jul 29 2016 12:08pm
Quote (NeverDies @ 29 Jul 2016 00:18)
i can give you a list of items that i found cz i play much longer than evilpresence


Magical lightning XIII
Level Req: 50
Spell Damage: 36 to 364
Mana Cost: 101

+180% Enhanced Effect


Magical fire XIV
Level Req: 55
Spell Damage: 158 to 423
Mana Cost: 109

+229% Enhanced Effect


Angelic godwood staff
Level Req: 55
Damage: 228 to 610

+208% Enhanced Effect
+1 to 1 Mana per Attack
+2% Life Steal
+1% Glancing Blow


Magical diamond spear
Level Req: 40
Damage: 353 to 618

+187% Enhanced Effect


Rare sapphire spear
Level Req: 30
Damage: 309 to 541

+117% Enhanced Effect
+1% Power Shot


Magical steel dagger
Level Req: 10
Damage: 55 to 96

+97% Enhanced Effect


Rare sapphire chain mail
Level Req: 30
Physical Defense: 67 to 168
Magical Defense: 0 to 48

+158% Enhanced Effect
+3 Critical Strike


Mystical steelwood club
Level Req: 45
Damage: 120 to 541

+132% Enhanced Effect
+1 Life Regen
+1 to 57 Life per Kill

Rare earth XIV
Level Req: 55
Spell Damage: 64 to 112
Mana Cost: 109

+21% Experience Gained
+5% Physical Damage Reduction


Magical mithril dagger
Level Req: 25
Damage: 98 to 172

+105% Enhanced Effect

Magical heal XII
Level Req: 45
Heals: 83 to 223
Mana Cost: 93

+122% Enhanced Effect


Mystical gossamer robe
Level Req: 20
Physical Defense: 0 to 22
Magical Defense: 33 to 99

+125% Enhanced Effect
+18 Strength
+1 to 5 Life per Attack


Arcane alloy spear
Level Req: 15
Damage: 236 to 413
+117% Enhanced Effect
+8 Vitality
+5 Mana Regen
+2% Parry
+1% Physical Damage Reduction
+5% Heal Mastery


Rare seamist padded robe
Level Req: 30
Physical Defense: 0 to 38
Magical Defense: 38 to 97

+128% Enhanced Effect
+247 Max Life

but thats not that much important
look @ this and when you do every day your job in transmuting you will get the same problem:

this is the list of muted items by me:
Rare earth XIII
Level Req: 50
Spell Damage: 153 to 268
Mana Cost: 101

+176% Enhanced Effect
+1 to 2 Life per Attack


Magical ice XIII
Level Req: 50
Spell Damage: 280 to 337
Mana Cost: 101

+198% Enhanced Effect


Magical ultimanium dagger
Level Req: 55
Damage: 230 to 402

+160% Enhanced Effect

Magical tintitanium dagger
Level Req: 50
Damage: 270 to 473

+229% Enhanced Effect


Magical tintitanium axe
Level Req: 50
Damage: 279 to 335

+159% Enhanced Effect


Magical tintitanium axe
Level Req: 50
Damage: 349 to 419

+232% Enhanced Effect


Rare ice XIV
Level Req: 55
Spell Damage: 278 to 333
Mana Cost: 109

+178% Enhanced Effect
+4% Damage Return


Magical earth XIII
Level Req: 50
Spell Damage: 138 to 242
Mana Cost: 101

+167% Enhanced Effect


Magical ultimanium dagger
Level Req: 55
Damage: 238 to 417

+163% Enhanced Effect


Angelic lightning XIV
Level Req: 55
Spell Damage: 34 to 344
Mana Cost: 109

+146% Enhanced Effect
+88 Max Mana
+1 to 8 Mana per Attack
+1% Quick Draw

Magical ultimanium dagger
Level Req: 55
Damage: 236 to 414

+161% Enhanced Effect

Rare ultimanium axe
Level Req: 55
Damage: 303 to 363

+134% Enhanced Effect
+1 to 22 Life per Kill


Rare ultimanium dagger
Level Req: 55
Damage: 90 to 158

+14 Extra Equipment Slots
+5% Mana Syphon


Magical ultimanium dagger
Level Req: 55
Damage: 217 to 381

+140% Enhanced Effect


Magical tempered diamond dagger
Level Req: 45
Damage: 195 to 341

+151% Enhanced Effect


Magical tempered diamond dagger
Level Req: 45
Damage: 202 to 355

+161% Enhanced Effect


Magical tempered diamond dagger
Level Req: 45
Damage: 206 to 360

+165% Enhanced Effect


Magical tintitanium dagger
Level Req: 50
Damage: 276 to 483

+228% Enhanced Effect


Magical tempered diamond dagger
Level Req: 45
Damage: 67 to 117

+59 Intelligence


Rare diamond dagger
Level Req: 40
Damage: 153 to 269

+130% Enhanced Effect
+2% Parry


Mystical mithril axe
Level Req: 25
Damage: 140 to 168

+99% Enhanced Effect
+14 Dexterity
+12% Ice Mastery


Magical tempered diamond dagger
Level Req: 45
Damage: 198 to 347

+172% Enhanced Effect


Magical fire XI
Level Req: 40
Spell Damage: 91 to 242
Mana Cost: 85

+140% Enhanced Effect


Magical fossilized scale armor
Level Req: 40
Physical Defense: 37 to 150
Magical Defense: 28 to 86

+128% Enhanced Effect


Rare crystallized scale armor
Level Req: 45
Physical Defense: 52 to 210
Magical Defense: 40 to 121

+193% Enhanced Effect
+13 Vitality

Magical tempered diamond dagger
Level Req: 45
Damage: 190 to 333

+131% Enhanced Effect


Magical diamond dagger
Level Req: 40
Damage: 152 to 266

+101% Enhanced Effect


Rare diamond dagger
Level Req: 40
Damage: 182 to 319

+192% Enhanced Effect
+13 Intelligence


Magical diamond dagger
Level Req: 40
Damage: 149 to 261

+139% Enhanced Effect


Rare diamond dagger
Level Req: 40
Damage: 136 to 238

+118% Enhanced Effect
+4% Mind Numb


Magical adamantium dagger
Level Req: 35
Damage: 175 to 307

+178% Enhanced Effect


Rare adamantium axe
Level Req: 35
Damage: 169 to 203

+106% Enhanced Effect
+2% Physical Damage Reduction


Magical chitin scale armor
Level Req: 35
Physical Defense: 44 to 177
Magical Defense: 21 to 63

+112% Enhanced Effect

Magical adamantium dagger
Level Req: 35
Damage: 161 to 282

+110% Enhanced Effect


Rare adamantium dagger
Level Req: 35
Damage: 147 to 257

+133% Enhanced Effect
+3% Damage Return


Magical adamantium dagger
Level Req: 35
Damage: 108 to 189

+105% Enhanced Effect


Magical adamantium dagger
Level Req: 35
Damage: 146 to 257

+116% Enhanced Effect


Magical lightning X
Level Req: 35
Spell Damage: 20 to 203
Mana Cost: 77

+103% Enhanced Effect


Magical sapphire dagger
Level Req: 30
Damage: 106 to 186

+128% Enhanced Effect


Magical sapphire dagger
Level Req: 30
Damage: 106 to 187

+102% Enhanced Effect


Magical mithril dagger
Level Req: 25
Damage: 114 to 201

+103% Enhanced Effect


Magical fine alloy dagger
Level Req: 20
Damage: 106 to 186

+95% Enhanced Effect

Magical fine alloy dagger
Level Req: 20
Damage: 122 to 215

+109% Enhanced Effect


Rare fine alloy dagger
Level Req: 20
Damage: 63 to 110

+35 Strength
+2 Jubilance

i muted my last 4000 Essences and get no 80 ee item
so DONT TELL ME THAT THERE ARE NO CHANGE SINCE THE LAST UPDATE!!!!!


pretty sure I have ur 55 fire :P
Member
Posts: 10,632
Joined: Feb 3 2007
Gold: 5,153.17
Jul 29 2016 12:09pm
Its been fun to sit back and see where the discussion has gone.

Just to be 100% clear... There are some problems (obviously) with this game. My belief is that the majority of those problems stem from lack of new players. There will always be players that quit for one reason or another, but it seems as though there has just been a huge lack of new players coming in to keep the player base strong.
Simply put... I believe that changes / updates designed to draw new players in should be of the utmost importance. If existing players benefit from / like the changes, then great. If they are unaffected, thats fine too. If it effects them negatively, that should be avoided if possible.

Resetting the game... wiping all the gear out and starting fresh... I think this idea would appeal to new players. I also think there are better ways to attract new players than to piss off the existing players.
Member
Posts: 16,572
Joined: Dec 11 2005
Gold: 9.04
Jul 29 2016 12:51pm
Quote (ItsLotd @ Jul 29 2016 01:09pm)
Its been fun to sit back and see where the discussion has gone.

Just to be 100% clear... There are some problems (obviously) with this game. My belief is that the majority of those problems stem from lack of new players. There will always be players that quit for one reason or another, but it seems as though there has just been a huge lack of new players coming in to keep the player base strong.
Simply put... I believe that changes / updates designed to draw new players in should be of the utmost importance. If existing players benefit from / like the changes, then great. If they are unaffected, thats fine too. If it effects them negatively, that should be avoided if possible.

Resetting the game... wiping all the gear out and starting fresh... I think this idea would appeal to new players. I also think there are better ways to attract new players than to piss off the existing players.


fck that, id lose my charm, hell rick lose his Chain... i doubt either of us would come back if a full wipe happen

This post was edited by pun_godlike on Jul 29 2016 01:14pm
Member
Posts: 27,620
Joined: Dec 10 2008
Gold: 1,778.40
Jul 29 2016 01:25pm
Quote (ItsLotd @ Jul 29 2016 01:09pm)
Its been fun to sit back and see where the discussion has gone.

Just to be 100% clear... There are some problems (obviously) with this game. My belief is that the majority of those problems stem from lack of new players. There will always be players that quit for one reason or another, but it seems as though there has just been a huge lack of new players coming in to keep the player base strong.
Simply put... I believe that changes / updates designed to draw new players in should be of the utmost importance. If existing players benefit from / like the changes, then great. If they are unaffected, thats fine too. If it effects them negatively, that should be avoided if possible.

Resetting the game... wiping all the gear out and starting fresh... I think this idea would appeal to new players. I also think there are better ways to attract new players than to piss off the existing players.


There's nothing appealing about the game itself when it's in competition with all other games out there people could be playing instead. So wiping an unappealing game back to scratch would run of the bulk of the existing players left and ruin the potential for gaining a nice amount of new players.

New players to the game will have to greatly struggle to play. Most people will not do that especially if there's no realistic drops. If the drop rate didn't get adjusted and we're still without the old transmuting style then it would take a few years before gear would be established. Skillers would be reset to zero, so it would take them even longer to get back to where they are currently because the skiller mats would be virtually non existent at higher levels. The grinding amount will be just to much to keep people around.

The only hope is to bring the game more up to date with the times AND needs if growth is intended. The time of climbs is fine for groups and only increases as a player advances in skill and gear.
Solo needs to be made to be faster and not 2% but 20-25% faster than currently, this is a must. Most new players start out soloing and are usually forced to solo, if it's not both appealing and rewarding for game advancement then players will quit or play less often.

Skilling experience must 1.) be increased and 2.) needs to be seriously adjusted for potential incoming growth. It absolutely needs to have a sliding scale of experience put in place that gets better as a skiller ranks up. That also is a must. It's to hard for a skiller at a higher level to get skilling materials and added to that problem is the amount needed per rank continues to increase. The old style of the game the current set up was fine, now it is not. There needs to be a level cap at 10 levels higher than the max item level of the game so ilvl-55 so skilling cap should be 65. A player needs to be able to hit rank 65 within a reasonable amount of time, reasonable being in the 2 year range or 1000-1200 hours spent range. There needs to be an adjustment in the ratio of item level and drop level of the skillers now. It can be in a 10% increase which is where the +10 levels over the item level comes in. Each 10% gives real and actual chances to roll desirable stats. Example. Say you are rank 10 in muting and you are muting level 10 items. Rank 10 and ilvl10 gives you the base chance at rolls. Rank 11 and Ilvl10 would be a 10% increase on those chances. This goes up 10% each rank you get higher than rank 10 up to 100%.
"Well then you'd be getting a 100% chance to roll good item stats"
Answer- NO. If the base chance is say 10% then you'd cap out at a 20% chance to roll desirable stats once you were 10 ranks higher. Worth going for and not hurting or flooding the game at the same time.
This needs to be published in clear writing on the portal so players can see and understand "ok if i want a better chance and making fg or getting better gear i need to invest this or that to get there".

To do that the stats would need a slight tweaking but most importantly the math must be redone to get us back to working as intended. The desirable stats need to be in a small group, then in a group after that a next set of usable stats and so on etc. So when you roll an item you're rolling the chance it will get: EE, Str, Dex, Int, Vita. Then it rolls second group and so on all the way out to Unique. The math is already set up this way and the game was created this way; it's why stats on an item are always listed in the order they are just like it's listed on the portal. After the 4th update in LS's history the math and item stats stopped being adjusted correctly because of the increase in player base and the path LS looked to be taking. That meant when a new stat was added to the game it was thrown into the rotation all the way down to today. The issue and error is that with each line of stat an item will get that line is rolled with every 39 stats available. (the 38 magical stats and the blank stat to roll a zero or no stat; which is how we get a white item, magica, rare, etc)
That's one part of the error, the other started when caps were put in place. The way the calculations are done in todays game. (After an item gets to the point of level determination - char level, monster level, skiller level, well, weller, map, group size, etc) Say you're going to get a magical or one stat item; every stat has the hard caps in place and it sees those for the ilvl that will be dropping. It then has a scale it places on each stat which is a % assigned to the number it drops. What's that mean? Every stat in the game is set to drop more to it's low end of the cap than it's high end. This should be uniformed across every magical stat. That is not the case. So it makes a nightmare of a cluster when it's rolling the item. An item not only rolls every stat per every line, it also keeps the same assigned % for each and every line. Sorry I'm getting to wordy and technical. Basically it was never this way in the beginning which is why we would see a lot more items with multiple good and high stats. Today we're very very lucky to have 2. It's like this because the math didn't get reworked through each update and addition to it. So we've snowballed to the crap we see in todays drops across all methods in the game. This isn't a hard thing to correct, especially when you're staring at the numbers.

Everything is close with the game now to being great and appealing, just need the necessary changes. Fix the mechanics issues, math issues, adjust with a mind on the future of the game. And then update the freaking portal I mean seriously it's to the point a new player goes into the game first to play then looks at the portal and he thinks there's another game on the site somewhere else also.
Member
Posts: 20,253
Joined: Apr 30 2008
Gold: 5,267.97
Jul 29 2016 02:28pm
Quote (Paparick @ Jul 29 2016 06:33pm)
Ladder Slasher
No active Ladder Slasher characters.


Unless you play, you have no clue about this game.


Not short-sighted at all. It's as realistic a prediction as anyone can make who has played this game since day 1.

Old established players would leave in total disgust, newer players would have to play
with the inadequate gear that currently drops, and they too would quickly leave equally disgusted.

As well, who would the new players turn to for advice when the experienced players have gone.


I have played. I enjoyed it, but the Sisyphus nature of the game made it lose its charm for me. At one point I did a couple of climbs in two weeks and did not find a single item worth selling. That's how it became discouraging.

I don't see how the experience could be better for new players whose climbs are slower.
Member
Posts: 15,332
Joined: Dec 22 2004
Gold: 66,220.15
Jul 29 2016 03:25pm
Quote (PowerTripped @ 29 Jul 2016 20:25)
And then update the freaking portal I mean seriously it's to the point a new player goes into the game first to play then looks at the portal and he thinks there's another game on the site somewhere else also.


!!! :rofl:


on topic: drops are getting more frequent while exploring , still i wish there would be more (more mid-high tiers)
i think resetting the game is nonsense, i would be gone
yeah more new players to the game are really needed , portal needs update

Member
Posts: 16,572
Joined: Dec 11 2005
Gold: 9.04
Jul 29 2016 03:43pm
What we need is less people being so negtive to the game.
Pretty much when all that hate started, he stop updateing.
All around the same time. Sorta.. its his game, his child as u would say.
So much putting it down, and him, would make me wanna quit and say fck you damn ungratefull bastards lols
Member
Posts: 27,620
Joined: Dec 10 2008
Gold: 1,778.40
Jul 29 2016 03:49pm
Quote (pun_godlike @ Jul 29 2016 04:43pm)
What we need is less people being so negtive to the game.
Pretty much when all that hate started, he stop updateing.
All around the same time. Sorta.. its his game, his child as u would say.
So much putting it down, and him, would make me wanna quit and say fck you damn ungratefull bastards lols


Yes that's true. The negative started when things that people liked most were taken away. But at the same time the player base feels that the maker of the game does have a responsibility to them too.
Go Back To Ladder Slasher Topic List
Prev13456713Next
Add Reply New Topic New Poll