[Suggestion] Item Variability

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Requin
Eagle Knight
 
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Joined: Jan 11, 2017 21:32

Postby Requin » May 30, 2018 15:01

This is not an EXP suggestion.

In Diablo2 or Diablo3 one unique item rolls its value between a range, for example +[1-5]% critical strike.

In DAoC the only variability available is for ROG drops, they only randomize the imbues, they have generic quality and level.

I suggest to have multiple iterations of the same item in non-frontier zones.

For example in Albion when you farm boogeys you loot some mithril armor, or weapon or leather armor.
Yet all these items are the same generic items, and people just don't look at them anymore, they just use them for salvaging.

Some mobs have some variability, they loot a bright version of an items, the base item has 0% bonus, while the bright version has 5% bonus. (at least I have seen sometimes)

So for example let us take the weapon: Corpsecleaver dropped by multiple mobs
http://www.disorder.dk/daoc/bestiary/item.php?load=179
It is the same item dropped everytime, 90% quality lvl 26 (9DPS) 2-hander with +6 strength and +2 two handed.

Instead this item should have some variability:
- DPS from 8.7 to 9.3 (lvl 25-27 instead of only lvl 26)
- Bonus 5/10/15/20%
- Quality 90%/95%/100%

This would mean a total of 3*4*3=36 iterations of the same item
The best Corpsecleaver would be a 9.3 DPS, 20% bonus, 100% quality

It would make looting a little more interesting, it would also increase the value of low level items of high quality.


How does this impact at level 50?
This would not impact level 50 gear since it can be done on a per item basis.
Reminder to Self: Quality over Quantity, what is the Value here?

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