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HV Questions Thread, For questions about how it works |
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Sep 26 2012, 01:19
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海想列車
Group: Gold Star Club
Posts: 2,961
Joined: 17-July 10

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QUOTE(Drksrpnt @ Sep 24 2012, 20:17)  Also, when a weapon is leveled up to level 10, does it get hollow-forged and another potency? Or just hollow-forged? Just Hollowforged. —or just a random Elemental Strike if it's already a Void weapon. This post has been edited by aurabolt: Sep 26 2012, 01:21
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Sep 26 2012, 02:23
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Drksrpnt
Group: Gold Star Club
Posts: 3,551
Joined: 27-December 10

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Ah, alright, thanks.
I was kind of hoping I could get both Butcher and Swift Strike maxed out on my weapon (it had all melee PABs already) but I guess not. Oh well.
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Sep 26 2012, 06:39
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4EverLost
Group: Gold Star Club
Posts: 36,632
Joined: 2-April 10

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QUOTE(Drksrpnt @ Sep 26 2012, 00:23)  Ah, alright, thanks.
I was kind of hoping I could get both Butcher and Swift Strike maxed out on my weapon (it had all melee PABs already) but I guess not. Oh well.
maybe we could have every +10 forge levels add +1 to the number of levels you can put onto an item.
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Sep 26 2012, 08:00
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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QUOTE(4EverLost @ Sep 26 2012, 11:39)  maybe we could have every +10 forge levels add +1 to the number of levels you can put onto an item.
That's not a bad idea; too bad it (the spirit of the idea, at least) can be circumvent easily by having player with higher forge level to IW the gear for someone with lower forge level. A mechanism that prevents or inhibits this can be implemented to the game, but such safeguard would feel ... ' unnatural' in relation to another feature in the game ... if you know what I mean. (IMG:[ invalid] style_emoticons/default/heh.gif)
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Sep 26 2012, 08:37
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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What's wrong with blacksmiths, Buktore?
Anyhow, 10b already planned to add sth to reward using your own forge.
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Sep 26 2012, 08:40
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4EverLost
Group: Gold Star Club
Posts: 36,632
Joined: 2-April 10

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QUOTE(buktore @ Sep 26 2012, 06:00)  That's not a bad idea; too bad it (the spirit of the idea, at least) can be circumvent easily by having player with higher forge level to IW the gear for someone with lower forge level. A mechanism that prevents or inhibits this can be implemented to the game, but such safeguard would feel ... ' unnatural' in relation to another feature in the game ... if you know what I mean. (IMG:[ invalid] style_emoticons/default/heh.gif) I don't see anything wrong with that. It would give people more of a reason to have me level their gear for ungodly prices (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Sep 29 2012, 11:21
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DrasticMeasures
Group: Gold Star Club
Posts: 336
Joined: 30-August 12

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what difficulty do i need to play on in order to get Exquisite gear i have searched but have not found an answer. thanks in advance to anyone who gives me an answer
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Sep 29 2012, 11:47
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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Luck, really. Gear quality is rolled by random roll for each stat with minimum determined by where you play on what quality. So obviously, higher difficulty yields on average better drops, but the cap is the same - you can have exquisite drop both on easy and IWBTH.
Crude's top is 0.45. Fine starts at 0.51 and goes to 0.75, I think. Exquisite starts somewhere in the 80s though most are in the 90s I believe.
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Sep 29 2012, 12:10
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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Exquisite is about 0.86+. And yes it depends on your luck, though playing on higher difficulty helps. It's impossible to pinpoint a difficulty when you're starting to get exquisite: people have seen legendary from normal and crude from IWBTH.
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Sep 29 2012, 15:13
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pureyang
Group: Gold Star Club
Posts: 765
Joined: 6-June 12

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QUOTE(varst @ Sep 29 2012, 05:10)  Exquisite is about 0.86+. And yes it depends on your luck, though playing on higher difficulty helps. It's impossible to pinpoint a difficulty when you're starting to get exquisite: people have seen legendary from normal and crude from IWBTH.
AFAIK difficulty only multiplies the chance of getting higher tier items. That is, in cloth armor the tiers are: T1: Cotton T2: Gossamar T3: Phase Higher difficulty multiplies (with the same multiplier as credits) the chances of getting a higher tier drop. The quality of the item is AFAIK unaffected by difficulty. It is luck, as well as bonuses given from: 1. Your player level (the ONLY reason to level, you get weaker as you level but gear drops improve; but slowly). 2. Your henjutsu training This post has been edited by mrttao: Sep 29 2012, 15:14
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Sep 29 2012, 15:15
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danixxx
Group: Catgirl Camarilla
Posts: 7,340
Joined: 3-September 10

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QUOTE(mrttao @ Sep 29 2012, 15:13)  The quality of the item is AFAIK unaffected by difficulty.
LOLWUT?
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Sep 29 2012, 15:38
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pureyang
Group: Gold Star Club
Posts: 765
Joined: 6-June 12

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QUOTE(danixxx @ Sep 29 2012, 08:15)  LOLWUT?
Do you have info to the contrary?
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Sep 29 2012, 15:43
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(mrttao @ Sep 29 2012, 21:13)  AFAIK difficulty only multiplies the chance of getting higher tier items. That is, in cloth armor the tiers are: T1: Cotton T2: Gossamar T3: Phase
Higher difficulty multiplies (with the same multiplier as credits) the chances of getting a higher tier drop. The quality of the item is AFAIK unaffected by difficulty. It is luck, as well as bonuses given from: 1. Your player level (the ONLY reason to level, you get weaker as you level but gear drops improve; but slowly). 2. Your henjutsu training
QUOTE(Tenboro @ Sep 24 2011, 17:16)  0.6.2 - The loot bonuses for playing on higher difficulty levels have been increased.
QUOTE(Tenboro @ Feb 26 2012, 19:34)  0.6.5
- Difficulty now has a larger effect both on loot quality and credit drops.
Unless you want to tell me that 'loot bonuses' and 'loot quality' refers to loot tier roll. And patch 0.6.2 is before the loot tier thing. QUOTE(Tenboro @ Feb 26 2012, 19:34)  0.6.5
Loot Generator improvements
The part of the loot generator that determines equipment type and class has been refined. Instead of doing a plain roll on fixed odds, there are now two separate rolls.
- The first roll determines type (one-handed, two-handed, staff, shield, etc..), while the second roll determines the newly introduced "tier" of equipment. While the odds for equipment type are still fixed (unless you use a trophy to set it), equipment tier is now affected by the difficulty setting. For example, on IWBTH the odds for getting tier 2 and tier 3 equipment is 5x higher than on normal.
If you don't believe me, play 100 rounds of IW in normal and BT setting and count the number of different types of potions you get. This post has been edited by varst: Sep 29 2012, 15:44
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Sep 29 2012, 16:06
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pureyang
Group: Gold Star Club
Posts: 765
Joined: 6-June 12

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First, thank you for sharing such info. I said "AFAIK" not "I AM RIGHT AND U WRONG AND HURR DURR I SO SMART AND EVERYONE ELSE STUPID". I always welcome being corrected by someone who backs up their statements. QUOTE 0.6.5
- Difficulty now has a larger effect both on loot quality and credit drops. QUOTE If you don't believe me What does belief have to do with anything? Anyways, that "loot quality" line from v0.6.5 is pretty solid evidence to support what you said. Although with how vague english is it could potentially mean something else, that is unlikely enough for me to consider what you said to be "most likely correct" until shown otherwise. Any information on what the bonus actually is for various difficulties? Also, http://ehwiki.org/wiki/Loot_Drop_Rollsas well as http://ehwiki.org/wiki/Training#Increased_Drop_Chancesand http://ehwiki.org/wiki/difficulty#Challenge_Levelneed to be updated to include mention of difficulty improving item roll's (and subsequently quality) as they currently only mention it improving the tier roll. QUOTE play 100 rounds of IW in normal and BT setting and count the number of different types of potions you get. Potion quality is irrelevant to item quality (edit: By item I meant equipment). Its a completely different set of rolls. Unless tenboro stated he uses the same code for both subroutines. QUOTE 0.6.5
Loot Generator improvements That one just discusses the higher tier bonuses not the equipment quality. QUOTE 0.6.2 - The loot bonuses for playing on higher difficulty levels have been increased. That could be anything. Like chance of dropping or who knows what. This post has been edited by mrttao: Sep 29 2012, 16:35
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Sep 29 2012, 16:21
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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Already in wiki. The numbers and the formulas are outdated, but that's the best information we have. And the general idea is still correct. http://ehwiki.org/wiki/Training#Loot_FactorsItem drops are affected by the same loot quality as equips: this includes the type of items you get and the quality (only on potions) you're getting. And it's even better for you to search evidence first if your idea contradicts others, not the other way round. I get all those information by searching 'quality' with poster 'Tenboro'. This post has been edited by varst: Sep 29 2012, 16:22
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Sep 29 2012, 16:25
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danixxx
Group: Catgirl Camarilla
Posts: 7,340
Joined: 3-September 10

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QUOTE(mrttao @ Sep 29 2012, 16:06)  First, thank you for sharing such info. I said "AFAIK" not "I AM RIGHT AND U WRONG AND HURR DURR I SO SMART AND EVERYONE ELSE STUPID".
Sorry for having been harsh but that's not the first time you give information without any kind of proof or experienced yourself. There is no formula showing how much loot quality is affected by difficulty but if you test for some time you will see by yourself that the overall quality of items are increasing, compare with normal and IWBTH and you should see by yourself. This post has been edited by danixxx: Sep 29 2012, 16:26
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Sep 29 2012, 16:30
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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It is a either multiplier or addition to what you already have. Current values wouldn't be that complex to figure out actually, just have to record data on LOTS of potions. Depending on luck of the draw: The difference is that you can't get crude pretty much only against FSM afaik and that it increases with arena value, round value and RA has great but static value with far more drops. This means that IWBTH DWD has one under 0.45, probably quite a bit under. This means that playing on normal doesn't affect your chance for fine and maybe superior items depending on your preexisting LQB very significantly, but for exq and above and for T2/T3 the difference of flat +20% to minimum rolls goes a long way.
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Sep 29 2012, 16:40
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pureyang
Group: Gold Star Club
Posts: 765
Joined: 6-June 12

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QUOTE(varst @ Sep 29 2012, 09:21)  Already in wiki. Yes but not in the pages I linked which discuss it but lack such clarification or links to relevant info (like the link you provided to "loot factors") QUOTE Item drops are affected by the same loot quality as equips: this includes the type of items you get and the quality (only on potions) you're getting. Sorry, I meant to say "equipment vs potion" not "potion vs item". And how do we know that the bonuses for potions and equipment are identical? Did ten state as such somewhere? QUOTE And it's even better for you to search evidence first if your idea contradicts others Its not my idea its what I got from reading through the wiki as is stated in the multiple wiki links I provided.
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Sep 29 2012, 17:01
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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Added link to 'Loot Quality Bonus' for first one. Second one...seriously, it's just below the loot factor. Third one...none of these multipliers are 100% sure to be connected to loot factor. QUOTE(mrttao @ Sep 29 2012, 22:40)  Its not my idea its what I got from reading through the wiki as is stated in the multiple wiki links I provided.
It simply means you've read the wrong pages. And the second one is just below loot factor.
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Sep 30 2012, 03:46
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pureyang
Group: Gold Star Club
Posts: 765
Joined: 6-June 12

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QUOTE(varst @ Sep 29 2012, 10:01)  And the second one is just below loot factor. Yea, that one was a fail on my part.
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