Difference between revisions of "Sacred 2:Item quality levels vs Enhanced Perception - Magic Find - Bargaining"
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Obviously the tier 15 has an extremely low chance to be picked, while 01 and such are picked very often. | Obviously the tier 15 has an extremely low chance to be picked, while 01 and such are picked very often. | ||
− | Bonuses | + | '''Bonuses''' |
Each quality level allows a specific number of bonus slots (number of bonuses the item can have). Each bronze/silver/gold socket will occupy a bonus slot if the item becomes socketed. E.g. a white item of quality 03 will either have a bonus or a socket. A yellow item will always have 4 bonuses, or 3 bonuses and a socket etc. There can be up to two sockets on a random item. | Each quality level allows a specific number of bonus slots (number of bonuses the item can have). Each bronze/silver/gold socket will occupy a bonus slot if the item becomes socketed. E.g. a white item of quality 03 will either have a bonus or a socket. A yellow item will always have 4 bonuses, or 3 bonuses and a socket etc. There can be up to two sockets on a random item. | ||
There seem to be some very rare exceptions to this, like rare items with 3 bonuses. There should be a logical explanation though (maybe the item got some extra elemental damage that counts as a bonus and is not displayed, or maybe a bonus occupies two slots?). | There seem to be some very rare exceptions to this, like rare items with 3 bonuses. There should be a logical explanation though (maybe the item got some extra elemental damage that counts as a bonus and is not displayed, or maybe a bonus occupies two slots?). | ||
− | Differences between qualities | + | '''Differences between qualities''' |
So what is the difference between a 09 yellow item and a 15 one? It seems that some bonuses can't spawn (or at least very unlikely to) on the lower-tier items, and some bonuses seem to be considered "better" than others. There doesn't seem to be a difference in actual bonus percentages/values, so a 09 yellow item will have the same e.g. "chance to evade %" as a 15 one (assuming the same item level). | So what is the difference between a 09 yellow item and a 15 one? It seems that some bonuses can't spawn (or at least very unlikely to) on the lower-tier items, and some bonuses seem to be considered "better" than others. There doesn't seem to be a difference in actual bonus percentages/values, so a 09 yellow item will have the same e.g. "chance to evade %" as a 15 one (assuming the same item level). | ||
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− | Skills/MF | + | '''Skills/MF''' |
Enhanced Perception and "chance to find valuables" (and the side effects of Survival Bonus, map revealed etc) affect the tier from which the item is dropped. They increase the chance that the item is dropped from a higher tier. This specifically lowers the chance to get a low-tier item, improving the quality of the drops. (for original explanation by Llama8 see here) | Enhanced Perception and "chance to find valuables" (and the side effects of Survival Bonus, map revealed etc) affect the tier from which the item is dropped. They increase the chance that the item is dropped from a higher tier. This specifically lowers the chance to get a low-tier item, improving the quality of the drops. (for original explanation by Llama8 see here) | ||
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Here are the early-game breakpoints: | Here are the early-game breakpoints: | ||
− | CODE | + | [CODE] |
Char level Breakpoint Next breakpoint Final breakpoint | Char level Breakpoint Next breakpoint Final breakpoint | ||
_____________________________________________________________________ | _____________________________________________________________________ | ||
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70 70 (10) 115 (11) 190 (12) | 70 70 (10) 115 (11) 190 (12) | ||
− | + | [/code] | |
Here are the breakpoints for a level 80-90 character (both with or without mastery): | Here are the breakpoints for a level 80-90 character (both with or without mastery): | ||
− | CODE | + | [CODE] |
clvl 80 | clvl 80 | ||
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− | + | [/code] | |
Assuming you master the skill, here are more breakpoints for those that are interested. | Assuming you master the skill, here are more breakpoints for those that are interested. | ||
− | CODE | + | [CODE] |
Char level Breakpoint Next breakpoint Final breakpoint | Char level Breakpoint Next breakpoint Final breakpoint | ||
_____________________________________________________________________ | _____________________________________________________________________ | ||
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200 159 (09) 394 (10) | 200 159 (09) 394 (10) | ||
+ | |||
+ | [/code] | ||
Revision as of 01:06, 20 July 2010
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Item quality levels vs Enhanced Perception/Magic Find/BargainingBy Antitrust
I've posted many times what I suspected about the general concepts of this issue. Thanks to the research made by Cthulu and the recently published details of MF and EP, many things fell into place, so I can explain it in less vague terms. Any improvements or corrections are welcome. There are 16 different item quality levels or tiers. They start with "tier 00" (junk items), and gradually improve to "tier 15". You can see just how better or worse the tiers are, compared to tier 01 (normal white items). 00 (75% quality) - junk items - no bonuses (example pic) 01 (100% quality), 02 (102% quality), 03 (104% quality) - white items - 1 bonus (example pic) 04 (106% quality)- white items - 2 bonuses 05 (108% quality) - blue items - 2 bonuses (example pic) 06 (110% quality), 07 (112.5% quality), 08 (115% quality) - blue items - 3 bonuses (example pic) 09 (117.5% quality), 10 (120% quality), 11 (123% quality), 12 (126% quality) - yellow items - 4 bonuses from now on, special item models become available (example pic) 13 (129% quality), 14 (132% quality), 15 (135% quality) - yellow, set and unique items (mostly sets and uniques are dropped when these three qualities are chosen). Non-quest legendary items should be in the last three tiers, probably in 15 (unless they have special rules, which is unlikely). They are so rare probably due to their low number, compared to the hundreds of sets and uniques. They might also have some sort of a rarity value assigned, making them even harder to drop even if the high tiers are selected. Or they might be only dropped by bosses or monsters of specific rank. Obviously the tier 15 has an extremely low chance to be picked, while 01 and such are picked very often. Bonuses Each quality level allows a specific number of bonus slots (number of bonuses the item can have). Each bronze/silver/gold socket will occupy a bonus slot if the item becomes socketed. E.g. a white item of quality 03 will either have a bonus or a socket. A yellow item will always have 4 bonuses, or 3 bonuses and a socket etc. There can be up to two sockets on a random item. There seem to be some very rare exceptions to this, like rare items with 3 bonuses. There should be a logical explanation though (maybe the item got some extra elemental damage that counts as a bonus and is not displayed, or maybe a bonus occupies two slots?). Differences between qualities So what is the difference between a 09 yellow item and a 15 one? It seems that some bonuses can't spawn (or at least very unlikely to) on the lower-tier items, and some bonuses seem to be considered "better" than others. There doesn't seem to be a difference in actual bonus percentages/values, so a 09 yellow item will have the same e.g. "chance to evade %" as a 15 one (assuming the same item level). This means that high-quality rares are more likely to be good items (from player's point of view). Lightsabers are in tier 12 btw, which is why high level chars have difficulties shopping them (see below).
Enhanced Perception and "chance to find valuables" (and the side effects of Survival Bonus, map revealed etc) affect the tier from which the item is dropped. They increase the chance that the item is dropped from a higher tier. This specifically lowers the chance to get a low-tier item, improving the quality of the drops. (for original explanation by Llama8 see here) It is especially effective on uncommon monsters (champions/bosses etc). Some monsters have limits on what item tiers they can drop, e.g. some of them can drop from tier 09 and up, so even a small quality improvement is actually rather significant. Cthulu's research at Dark Matters addresses specifically this issue in details. All monsters are supposed to have a chance to drop items of any tier above minimum, though some monsters can't drop certain items (according to their drop lists or whatever).
Characters without Bargaining skill will be offered items from tier 06 and lower. Bargaining increases this limit, so merchants can offer higher level items, up to tier 12. This limit is the reason why set and unique items cannot be bargained (they start at tier 13). Increasing Bargaining will gradually increase the quality level, reducing the amount of low quality offers. When tier 12 is reached, any additional skill points invested seem to only increase the amount of offered yellow items. If Bargaining is high enough, white/blue items will not be offered. Bargaining Mastery should push the minimum/maximum allowed quality of a quest reward higher (most likely by 1-2 tiers, though it might depend on the skill level).
Level 15: Reduced: 93% of original size [ 548 x 75 ] - Click to view full image
Level 200: Reduced: 93% of original size [ 548 x 75 ] - Click to view full image
At high levels (until about char level 150), soft Bargaining can unlock up to quality 10 (you need more than 600 skill points for that). After that, only 09 can be unlocked without hard-mastery. By the time you're level 200, you won't even see yellow items at merchants (unless you can get a suit with about 600 skill points, which is possible but a bit difficult). No more 1-hard-point shopping sprees... Skill points between the breakpoints are totally useless, so don't bother making a full shopping suit unless you're sure you can hit the next breakpoint.
20 14 (10) 18 (11) 24 (12) 30 22 (10) 30 (11) 40 (12) 40 31 (10) 44 (11) 61 (12) 50 42 (10) 62 (11) 89 (12) 60 55 (10) 85 (11) 129 (12) 70 70 (10) 115 (11) 190 (12) [/code] Here are the breakpoints for a level 80-90 character (both with or without mastery): [CODE] clvl 80 soft 89 (10) 156 (11) 297 (12) hard 79 (10) 101 (11) 132 (12) _____________________________________________________________________ clvl 90 soft 60 (9) 113 (10) 218 (11) 529 (12) hard 88 (10) 117 (11) 167 (12)
100 98 (10) 136 (11) 196 (12) 110 109 (10) 158 (11) 247 (12) 120 122 (10) 187 (11) 322 (12) 130 137 (10) 224 (11) 444 (12) 140 154 (10) 274 (11) 670-680 (12) 150 175 (10) 345 (11) 1300-1400 (12)
161 204 (10) 467 (11) 162 206 (10) 482 (11) 163 209 (10) 497 (11)
180 272 (10) 1029 (11) 30000+ (12) 190 323 (10) 2397 (11) 200 159 (09) 394 (10) [/code]
Originally published at DarkMattersfor review and discussion. See Also |