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Consideration for possible Itemization fix.

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elcapitan
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Joined: Tue Jun 24, 2014 6:30 pm
Consideration for possible Itemization fix.
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Post by elcapitan » Wed Sep 16, 2015 4:45 am

Well its hard to describe without pictures, so here it is

http://prntscr.com/8gxqfo

So basically there should be a pattern as to how Vanguard had original designed the weight of stats for items, based on their levels and grades.

The example I am presenting is vague on accuracy as there is a lot of 'under the hood' data that was not publicly available other than the vague descriptions on how the stats affect a character.

-

Note: I forgot to include Slotted Items and Items with Attachable Slots available to them.

The example also goes beyond level 55, as I believe level 51-55 was crammed up too much (hence the steep leveling curve they did as a shortcut)
Though I would like the 51-55 curve to co-inside with 1-50.
The curve in leveling in general to be as it was before, slower.
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Amnath
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Joined: Tue Aug 05, 2014 9:49 pm
Re: Consideration for possible Itemization fix.
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Post by Amnath » Mon Oct 26, 2015 7:02 pm

I see what you are getting at, yes it's roughly accurate.

A lot of items are dropping in game right now that have inflated stats, which looks like a case of "the item could have all that, but a developer needs to come through and apply the "points" rule when placing the item in a loot table".

Vanguard didn't like to show you the mob's actual health or any of the math; you could see from the buff system that it was done in a hasty, stitched-together way, to try to have a product ready for the release deadline. Nobody knew how they stacked, it dragged down performance, and was a big part of why they went to "best buff only".

I can say the Trengal Keep cloak had 211 armor, which you would not find on any other cloak until you were in the 40s.
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Ratief
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Re: Consideration for possible Itemization fix.
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Post by Ratief » Mon Oct 26, 2015 7:17 pm

I like the work you have done. Personally I think that all items that we have captured need to be run through a script to check/update their stats based on whatever formula we decide (this is a great start). Then we have a field in the DB that lets us flag special items that don't follow the formula (mostly as a way to tell other devs that the item is meant to not follow the formula) This also helps us in the future if we want to go beyond lvl 50-55.
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John Adams
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Re: Consideration for possible Itemization fix.
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Post by John Adams » Tue Oct 27, 2015 4:12 pm

Not ignoring the opening post, but commenting on our "collected items". They are fully augmented player-held items for the most part as our collectors gear was recorded, as was /inspect players. All of our items definitely need tuning, removing augments or "bonus stats" that the player added to them. Good news is, we barely have 50,000 items. Bad news is, we barely have 50,000 items....

It's a task that is not critical to the core dev/content team just yet, but I welcome anyone else to take a crack at the raw data, see what you come up with.
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elcapitan
Posts: 36
Joined: Tue Jun 24, 2014 6:30 pm
Re: Consideration for possible Itemization fix.
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Post by elcapitan » Wed Mar 23, 2016 4:07 am

It has been a while
Glad the project is still going strong
John will be missed his absence in the project I am sure it has been felt by our great devs here.

With the spare time I have, I will be calculating my way to finding out how stats are determined for different levels / rarity / weapon/armor classes/types are determined. (As per my initial post from last year).
I will provide all my findings when I have completed, this will hopefully aid in standardizing, recreating missing gear and addition of new gear in the future
So far I will be using any gear information that is still available on the internet.
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Xinux
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Re: Consideration for possible Itemization fix.
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Post by Xinux » Wed Mar 23, 2016 9:48 am

Nice can't wait to see the final results.
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Jakkal
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Re: Consideration for possible Itemization fix.
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Post by Jakkal » Thu Mar 24, 2016 7:10 am

I was really hoping someone would take on this particular challenge! Thanks for putting the work into it Elcapitan, can't wait to see what you come up with!
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elcapitan
Posts: 36
Joined: Tue Jun 24, 2014 6:30 pm
Re: Consideration for possible Itemization fix.
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Post by elcapitan » Mon Apr 18, 2016 3:36 am

Update:
So far there a few minor inconsistencies with certain items (though majorly there is a pattern).
Most items seem to be based on the "item level", though I do notice a lot of "required level" and "item level" being spaced a lot in an inconsistent way.

At first I thought the spacing was based on rarity, but I notice there can be huge spacing even with uncommon or random "special" items. (basically this is all over the place) hopefully that can be sorted out. (eg: Required Item Level 1, Item Level 38?)

Most consistent data seems to be from armor set rewards available for all classes (by loot or quest rewards) and it makes it easier to notice how things are distributed evenly between (heavy/medium/light armor).

This consistency hopefully can be applied throughout Telon, this will hopefully reduce the whole "gold path questing" effect.

More to come...
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OncaLupe
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Re: Consideration for possible Itemization fix.
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Post by OncaLupe » Mon Apr 18, 2016 8:54 am

I usually didn't look too closely at required/item levels unless it was something I wanted to use and I was underleveled. Though I did notice sometimes with item rewards from questlines that they sometimes had a higher item level. Felt to me it was like a "for going through this questline, here's an item you normally wouldn't have been able to wear for 5 more levels." kinda thing.

Others could simply be whoever made the item didn't bother to set the required level, so it's either at the default 1, or from whatever item they used as a base.
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Jakkal
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Re: Consideration for possible Itemization fix.
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Post by Jakkal » Mon Apr 18, 2016 9:04 am

I think the discrepency between item level and item equipment level requirements had something to do when they switched from EE to required level. I remember the devs making a big deal about how you could "technically equip some items 5 levels above yours". Because back with EE you could have a level 10 wearing a single level 50 piece (For example). Some people found combos that were really OP.

I think they did that to placate us in a way, but the changes weren't universal across the board.

But I do think the "item level" does have base stats for that level, and then they just make some level requirement that you can equip it at.
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