Idea of items with "semi" randomly generated stats

Hello, this is a simple personal suggestion. ( I don’t have access to the suggestion and I don’t have time to do it right now, but I’ve been writing this for too long and I want to post it soon. )


Please read carefully before commenting. This is just an example and would need to be greatly refined and adjusted to be balanced in the game.


My suggestion would solve the following problems:

  • Lack of intent to go to the Dark Sea or collect chests in general.
  • Meta armor would always be a possibility and not a guaranteed boss or chest item.
  • Less use of the market.

Important detail: Not all armor needs to have automatically generated stats; some boss items could have fixed stats.

I will cover the following criteria in this topic: what the proposed mechanic is; tier mechanics depending on difficulty; and other extra details.

Explanation of the mechanics:

Let me elaborate. Suppose there is a base armor; the stats would work as follows: every 10 levels there is a chance to guarantee x stats.

For example, an armor would have a base of 10 damage and a base level of 120. For every 10 levels of the armor itself, a roll would occur, so 120 levels would have 12 rolls. Each roll would spin a roulette wheel with a percentage list for a specific stat.

There would be a percentage for each stat:

Power: (Just an example) Every 10 levels, if the roll lands on power, you have a 50% chance of getting 2+ power, a 25% chance of getting 5+ power, a 10% chance of getting 7+ power, and a 5% chance of getting 10+ power.

Defense: (Just an example) Every 10 base armor levels, if the roll lands on defense, you would have a 50% chance of getting 100 extra defense, a 25% chance of getting 200 extra defense, a 10% chance of getting 300 extra defense…

Example of chance lists:
*power: (3% = 10) or (10% = 5) or (50% = 4) or (60% = 2)
*Defense: (3% = 300) or (10% = 150) or (50% = 100) or (90% = 50)

And so on with other stats.

Elaborating better now that you’re a little more familiar:
A template armor has level 120, so 12 stat rolls, let’s suppose the following random rolls came up:
1st roll = hit the 3% chance from the power chance list, so 10+ extra base power on the armor.
2nd roll = hit the 70% chance from the defense chance list, so 50+ extra base defense on the armor.
3rd = hit the 70% chance from the range chance list, so 10+ extra base range on the armor.

Therefore, this armor would have, on top of the predefined stats: (considering only the 3 rolls to save time)

The base armor would have 5 power, 10 defense, and 10 range; with the rolls, it would become: 15 power, 60 defense, and 20 range.

etc.

My percentages are just random examples; obviously, they would need to be refined.


TIERS OF CHESTS :

THE HIGHER THE INSANITY, THE GREATER THE CHANCE OF GETTING BETTER ITEM ROLLS.

Let’s assume that at insanity 1, the chances are as mentioned above:

*power: (3% = 10) or (10% = 5) or (50% = 4) or (60% = 2)

But at insanity 4, the game would reroll the same chance, resulting in the best percentage, considering all base levels. Details:

Low-level base armor appeared much more frequently in areas like Insanity 1. For example, leather armor with a base level of 30 could only have 3 random stat rerolls.

How would blacksmith upgrades work?

You don’t add another reroll for every 10 levels upgraded on the armor; rerolls only consider the base armor. So, getting a level 150 armor would only have 15 rolls, and the rest of the levels would be upgraded at the blacksmith as in the normal upgrade process.


This, in a way, is a way to solve the lack of interest in collecting items in general, it would discourage the marketplace less and promote more replayability and incentive to do things independently.

I hope I managed to convey the idea clearly.

Why this topic shouldn’t be deleted even though it’s a suggestion: it’s a topic for discussing the community’s opinion on whether they think the idea is good, with the game currect state. :cry:


Please don’t humiliate me if something I said was too outrageous.

This would probably result in a lot of people crashing out over not getting the right rolls for their equipment

1 Like

Any RNG in gear is already shitty to me. This is just way too much. It’d either be worthless or broken.
Also, suggestion out of suggestions.

Oh god no
This would be so goddamn grindy with perfectionists and how quickly the probability stack up

I don’t think having armour with random stats is a great idea, since you have 5 armour slots and thus 5 randomly rolled pieces of gear and getting decent stats on all of them seems very annoying to do.

ALTHOUGH, I think it would be interesting if certain weapons had randomly generated aspects to them.
maybe the stats could be randomly distributed (but with a stat floor so you can’t find a 0x damage weapon) and maybe you could take it to a blacksmith to take some points from one stat and put it into another
maybe they could also have a random innate status effect or some other kind of bonus like innate resistance or regen while using the weapon

mostly because weapons don’t really ever feel yours

Thanks for the feedback. That’s why it’s a low chance; it’s not guaranteed to deal 50+ damage. In most cases, depending on the item and tier, it would deal 10, 5, or 2 damage to each stat. But I understand your point.

Regarding weapons, I’ve been a warrior for 200 hours, and I really don’t feel like the weapons are ours; everything feels stolen. I hope that with the warrior’s “forge” we can truly create something unique for ourselves.

Thank you for your engagement, and yes, I thought about that. That’s why I clarified that it’s a very complex idea.

Therefore, not everything would be random; some items could have fixed stats and others random ones. I understand your point, but I don’t quite get it. " Suggestion out of suggestions" when I cleary stated :

Yes, that is indeed a possibility. Thank you for your attention.

First of all, suggestion out of suggestions, mods feed them to the centipedes please.

Second of all, good heavens, no. We have enough rng and meta already, we don’t need rng-tied meta.

These are just worse pips

Why do you want to make the worst part ot the game even worse? Grinding for shit is already painful, imagine it if you now need to get an item with the correct modifier and highest stats