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Bastamental
Member
Team:
Main: Bastamental
Level: 1836 Class:
Seer
Joined: Mon Jan 24, 2011 9:14 pm Location: Behind you
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x + x* = 50% , x* + x* = 100%
Basicly, for builds. If one of the weps is modded then there is a 50% chance that the mod will be given to the built item. If both weps are modded the same, then its 100%. %s will be even dispersed if there is more than 1 mods.
This will allow tier 1,2,3 weps and such to be modded. Taking risks.
/discuss
_________________ "Just wait till' I get my hermes..."
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Mon May 14, 2012 7:14 pm |
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paxiprime
Member
Team:
Main: Paxx
Level: 2918 Class:
Berserker
Joined: Mon Mar 14, 2011 4:44 pm Location: Californication
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Re: x + x* = 50% , x* + x* = 100%
what about builds that require things like 5 weapons to make 1 weapon...
_________________ Preter is KOS!
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Mon May 14, 2012 7:57 pm |
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Max235
Team:
Main: Max235
Level: 1821 Class:
Seer
Joined: Sat Jan 21, 2006 11:16 am
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Re: x + x* = 50% , x* + x* = 100%
X + X = Z, where X = 1/2 X + X + X = Z, where X = 1/3 And so forth.
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Mon May 14, 2012 8:01 pm |
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Asmodeaan
Member
Team:
Main: Asmodeaan
Level: 282 Class:
Berserker
Joined: Wed Nov 14, 2007 11:57 pm Location: Edmonton alberta Canuck country
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Re: x + x* = 50% , x* + x* = 100%
halve the ratio so you can`t ALWAYS predictably build a mod. X+X*=Z* at a 25% chance. and X*+X*=Z* at somewhere between 75 and 90% chance so you get a big boost to your luck if all weps are the same mod.
_________________
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Mon May 14, 2012 8:03 pm |
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SkyTitan
Joined: Thu Jul 22, 2010 10:12 pm
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Re: x + x* = 50% , x* + x* = 100%
But the admins don't want to use the rng? Come on, this would just lead to major raging about item mods on builds. "I WAITED A FUCKING WEEK FOR THIS AND NO MODS WTF!?!?!?". Don't say you can't see it. Telling you what mods the item would have before it finishes would be abused, so that's not a work around. It's also been stated that they want as little artificial rng luck as possible in game.
_________________
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might be a bad idea nvm
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Mon May 14, 2012 11:31 pm |
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s_m_w
Content Dev
Joined: Mon May 17, 2010 11:18 am
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Re: x + x* = 50% , x* + x* = 100%
SkyTitan wrote: But the admins don't want to use the rng? Come on, this would just lead to major raging about item mods on builds. "I WAITED A FUCKING WEEK FOR THIS AND NO MODS WTF!?!?!?". Don't say you can't see it. Telling you what mods the item would have before it finishes would be abused, so that's not a work around. It's also been stated that they want as little artificial rng luck as possible in game. agreed
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Tue May 15, 2012 3:56 am |
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anilv
Member
Team:
Main: enkelin
Level: 3002 Class:
Speed Demon
Joined: Wed Aug 01, 2007 12:28 pm
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Re: x + x* = 50% , x* + x* = 100%
I feel that the mods that come from drops and ruins are too powerful to allow players to simply add them to their favorite gear, even if the cost is high. Being able to improve a weapon's base DPS or DPE by 10% is just too much.
There could be a new line of toned-down modifications that you can get by salvaging modded gear and applying the result in some way (build, mission, or factory) to your gear. There wouldn't have to be any randomness involved, and in the end you'd only get (e.g.) 3% bonus to DPE or whatever, but I think players would still spend lots of credits on that if it were an option.
_________________ (DefQon1) use a Rhino reconstruotereatarerer - (Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk (Bluenoser) Put your finger in your mouth and gag reflex should do the rest
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Tue May 15, 2012 12:13 pm |
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paxiprime
Member
Team:
Main: Paxx
Level: 2918 Class:
Berserker
Joined: Mon Mar 14, 2011 4:44 pm Location: Californication
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Re: x + x* = 50% , x* + x* = 100%
In my opinion, everything should have a chance to be moded.
augs, ships, base gear, blue prints, etc etc.
_________________ Preter is KOS!
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Tue May 15, 2012 1:42 pm |
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