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Random Mechanics Compensation

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6/27/2024 18:06:08   
Grace Xisthrith

Randomness could probably be compensated.

For example, if I have a weapon that always deals 100 damage, I suspect most players will prefer it over a weapon that sometimes does 110 damage, and sometimes does 25 damage. To motivate players to use less dependable gear, (some examples include mana older items, like Loco's blessing, which imbues spells with a random effect, or 13 days of frostvale, which has 13? random outcomes), I believe random effects could be compensated.

We have pretty few random effects made these days. I believe alchemist's halberd (rng chance of bloodblade, LS chance, or BTH boost), and perhaps Gambler's blade were the most recent random items made, and gamblers blade was just an update to make it more modern (still bugged though : p ).

Part of my motivation for this is my personal confusion at lucky strikes. Lucky strikes add 150% melee to attacks, but the cost of getting to 100% lucky strike chance is ~100% melee (I believe it's 90% because you start at 10% crit chance, but I forget if they changed that with the most recent revamp). However, since lucky strikes are unreliable, this could be viewed as compensation for an unreliable effect.

So, one idea is to compensate RNG effects by scaling their potency by 1.5x. Now, that's a pretty crazy number, but something like 1.2x I think becomes much more reasonable, and suddenly makes something like Alchemist's Halberd, a weapon I've never seen in anyone's inventory (i stalk character pages sometimes), a lot more interesting, and opens the floor for devs to make more RNG dependent items that aren't immediately dropped by the playerbase.

There's no in game justification for this idea. Alchemist's halberd pays 20% melee, and outputs 20% melee (except it doesn't for bth teehee but no need to fix it because nobody has it). Making it output 20%x1.2 %melee would be a new mathematical standard, without any basis in existing math, just an arbitrary bonus / modifier, like the modifier on non elemental miscs for example. However, I think RNG items can be fun and open the door to unique and less normal gameplay, so I'd love to see a way to get them back into the development plan.
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