Hotfix 6/28 -- Item drop rate changes
#15
Lissa, I just went and counted. Diablo had 176 different affixes. I stopped counting Diablo II's affixes after 1000, but would estimate around 1300. Diablo II had a lot of affixes that no longer exist (eg +mana, +skills, cast on hit, etc), which is why I stated Diablo III has less (people would not normally compare Diablo with Diablo III, completely skipping over Diablo II). I have not seen a comprehensive list of all affixes in Diablo III, but I can guarantee it is considerably less than 1000.

Viral, Blizzard's approach to Legendary items showed they did not even realised how gear oriented their own game was. People dismiss Legendary weapons because they have half the DPS required for Inferno; the armour lacks the bare minimum properties to survive. Follower and healing scaling also show this same disconnect. Since it is all numbers, it should be easy for Blizzard to work it out. Hypothetically, if every creature in a zone is coded to do 1,000 damage, and we assume average armour/resistances are each 40% damage reduction, the player is looking at something like 360 damage per hit. If the creatures spawn in groups of 10, that means the player needs 4,000 life to be able to take even one hit from each, and would more than likely need more. Lets say on this example, the player needed 20,000+ Life to be comfortable. It is all numbers, and highly predictable in a box like this. Even looking at this random number example, 20K Life still requires a fair about of +vit to be viable, which as a designer should make you question those numbers.
May the wind pick up your heels and your sword strike true.
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RE: Hotfix 6/28 -- Item drop rate changes - by Elric of Grans - 06-29-2012, 02:48 AM

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