Is something broken with artifact generation?
Just plugging away at tmaps and noticing a lot of this nonsense lately
If I told you one of these was LEGENDARY! and one of these wasn't....
If I told you one of these was LEGENDARY! and one of these wasn't....
Comments
HCI and DCI are only a few points. Regens are more points.
The legendary has something the other can't have.
Not sure if that makes the status higher.
The intensity of the Legendary will be much more. Use EC to view the points.
It's the mod combination that causes so much gear to be worthless.
They are technically both 8 mod items, as the generation system treats resistances above 18 as "mod's".
So, for the gorget:
1. HPI max mod
2. HPR undermax mod
3. Luck undermax mod
4. HCI undermax mod
5. DCI (I don't remember the max value here)
6. Fire overcapped mod
7. Energy overcapped mod
8. MA max mod
So, you have 3 undermax mods, two at max, and two overcapped. Plus whatever DCI is. Also, nothing odd that requires higher intensity just to be on the piece. In all, not a lot of intensity points required to hit those numbers and generate that piece.
For the leggings:
1. Casting Focus overcapped mod
2. HPR undermax mod
3. HCI undermax mod
4. Fire overcapped mod
5. Cold overcapped mod
6. Poison overcapped mod
7. Energy overcapped mod
8. MA max mod
So, 5 mods over the cap, 1 at max, two undermax. Lots of intensity points required to roll that out, especially with Casting Focus, which seems to take higher intensity to even appear on the piece. The Brittle negative was probably required to even have enough intensity to make Casting Focus available in the potential mod pool.
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The real problem with the leggings is the Prefix "Fortified". This puts a lot of the available intensity points into resistances, regardless of what the overall intensity is, reducing your chance at other, more desired mods, and/or the intensities of those other mods.
Fortified is one of the available group names for mods, but it seems to roll far more than it should. As in, Fortified is 1 of 12 group names, so we should see it about 1 in 12 times, but it shows up like 4/6 in 12 times. The system really has some weighting issues with the group names.
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Pinco's UI is probably your best bet for viewing intensities directly in the client (if Pinco has added that ability.)
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Edit: I'm going to add that the above is the "quick and dirty" way I think of the loot generation system. It's actually a bit more complicated. I would suspect that if you break down the gorget, it's been made (generated) with special materials, so it's possible the resistances are all undermax and not mods at all, making it a six mod item (all at or under cap) that has been enhanced.
If you've ever done much unraveling, you'll find the "This item has been made with special materials" warning pops up frequently on looted items. The loot generation system appears to follow the player crafting process: create, reforge, enhance.
Thanks
Perhaps @Kyronix , might want to give a look at Treasure Chests loot Table and make the odds to get better loot quality higher to make it worth a player's time to do them as compared to spend their time working other spawns?
This is an items' game, players look for items' quality.... if a given content does not yield the Loot Quality that players' are seeking, players just do not do that spawn and look elsewhere....
And I think it is very understandable.
Treasure Chests' Loot Quality needs to be increased, and quite some, me, and many other UO players think.