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I kind of got a bit ahead of myself in #1815 when thinking about bonuses per item level for randomly generated items. In actuality, our first order of business should be to handle these scaled properties for the base items. The following properties should be able to have a per-level scaling:
requires_level
requires_stat
bonus
bonus_power_level
price
price_sell
One thing worth noting is that we can scale price with price_per_level, but it scales with the player level. We also want to support other scaling methods such as by item level and by primary stats. So I propose extending the syntax of each of these attributes to include the scaled values alongside the base value:
bonus=<STAT>,base:<int>,item_level:<int>,player_level:<int>,<PRIMARY_STAT>:<int>
The "base:" prefix would be optional to maintain compatibility. Basically, no prefix = base value.
This syntax should even work in #1815, since defining min/max ranges can be done by simply adding another colon, like so:
bonus=<STAT>,base:<min>:<max>
The text was updated successfully, but these errors were encountered:
Could this be incredibly useful for scaling enemy stats behind the scenes; like scaling monster stats like 'summoned skeleton'? Or is there already something like this?
I don't like item scaling myself. WoW heirlooms / world scaling to the player not the player scaling to the world I thought was cool at first and then it well kind of felt more like a theme park and less like an adventure. Items that scale to the user's 'power level' don't seem to happen in the real world enough. Yet I think there could be cases where item scaling could help. Like even scaling monsters with undroppable loot to help the devs work go farther perhaps. I think having the option is a good idea though for it could help in the future and maybe even a critic like myself could find a reasonable way to use this feature and still have an immersive item experience (hopefully XD).
I kind of got a bit ahead of myself in #1815 when thinking about bonuses per item level for randomly generated items. In actuality, our first order of business should be to handle these scaled properties for the base items. The following properties should be able to have a per-level scaling:
requires_level
requires_stat
bonus
bonus_power_level
price
price_sell
One thing worth noting is that we can scale
price
withprice_per_level
, but it scales with the player level. We also want to support other scaling methods such as by item level and by primary stats. So I propose extending the syntax of each of these attributes to include the scaled values alongside the base value:This syntax should even work in #1815, since defining min/max ranges can be done by simply adding another colon, like so:
The text was updated successfully, but these errors were encountered: