08-06-2004, 08:10 PM
gta-maloy Wrote:,Aug 6 2004, 12:24 PM] no, I understood the unique items part, I simply think we both are speaking of a seperate "qlvl"qlvl is short for quality level and in common D2geek usage is used to refer to both the qlvl that all base items have as well as the additional qlvl for set and uniques.
Its design function is indeed to scale the "quality" of an item by a limit of ilvl. I can understand that it is confusing, for sets and uniques, to casually use the term for both numbers (each of which are used... in many cases for normal sets the qlvl of the set is essentially irrelevant as the qlvl for the base item is higher, but, as Thrugg points out, the qlvl for a Gull dagger is very relevant, as it is higher than the base item qlvl by quite a bit).
I vaguely recall Jarulf once expressing a preference to use two different terms here, for clarity.
In any event, the "qlvl" that a non-set/non-unique item has, from its base type, will affect what affixes the item can get (when magical etc.) by clipping alvl. This is potentially unimportant for sufficiently high ilvl items as the alvl can end up being so high anyway as to surpass the highest affix alvl req. (particularly relevant for Classic, which has a weenier set of affixes available). (Again, this effect is bypassed for items, like circ/coronet, that have a magic_level... this greatly affects what clvl you'd try to gamble +skill headgear depending on what base item you're gambling!).
"He's got demons? Cool!" -- Gonzo, Muppet Treasure Island
"Proto-matter... an unstable substance which every ethical scientist in the galaxy has denounced as dangerously unpredictable." -- Saavik, Star Trek III
"Mom! Dad! It's evil! Don't touch it!" -- Kevin, Time Bandits
"Proto-matter... an unstable substance which every ethical scientist in the galaxy has denounced as dangerously unpredictable." -- Saavik, Star Trek III
"Mom! Dad! It's evil! Don't touch it!" -- Kevin, Time Bandits