Increasing number of Randarts
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(2) +shots is possible at all on non-launcher randarts
(3) power eval of +1 shot on a non-launcher is way too low
I consider these collectively as artifact changes. The current context of overpowered missiles makes each one a huge mistake IMO.Comment
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I think I agree with that, although I am rather pleased that the randart generator produced a palantir with +3 shots! Presumably it didn't have (m)any other qualities (a "supercharge", in randart terminology). But yes, it does sound rather unbalancing in the current environment.
Still, now that 3.1.2 is out I'm going to try and get Takk and the other devs to come to some kind of consensus around what the big objectives are for 3.1.3. If missile rebalancing is not happening in 3.1.3 then I definitely need to fix this randart issue. If it is happening, I need to review randarts after it's done.
@Eddie: great minds think alike. The current code has 16 power per extra off-weapon blow, and 50 per shot. Admittedly not as high as your 75, but no I wasn't shocked.
Now I come to think of it, the Palantir doesn't have anywhere near 150 power, so +3 shots should have been impossible. Shinedog: I don't suppose you have the randart.log file from that game??
EDIT: dammit, I'm a factor of two out. I'd forgotten that since power pricing power is measured in half points of damage, so Eddie's recommendations are that an offweapon blow is worth 30 power and an offweapon shot 150. So my 16 and 50 now look significantly different (and it explains why the palantir could get +3 shots). Yes, I'm inclined to agree with Eddie and double or triple the power for these until missile damage is sorted.
I have the randart.log file. Where would you like me to send it?Comment
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