I understand that as is, only the weapon (item type 5) can have the minimum and maximum weapon damage established with value1=minimum damage and value2=maximum damage, while value3=damage type.
this establishes a linear function in avg weapon damage pop, meaning that any pop is just as likely to come up as a minor damage as a maximum.
If the area writer could establish a Range for maximum and minimum values, then this would allow the writer to establish a bell curve for the weapon pops, where an avg dmg is far more likely to pop than a min or max dmg.
for example:
given a TH crusher value 1=range 1-8, value 2= range 10-18 will yeild a mean dmg distribution popping at the minimum of avg 5.5 dmg or maximum 13 dmg 1.4% of the time, while it would pop at the intermediary avg dmg range of 8.5-10 40%(!) of the time.
this type of function would allow persistent or really lucky people to get a hold of those rare items, and its a way to make them rare without limiting them. (take the fishing spear for example...i don't understand why it is limited...other than it's too easy to pop at high dmg.)
narrowing these ranges flattens the curve, making it more likely to yeild min or max weapons all the way down to the currently used flat linear curve.
would it really be that difficult to instute this?
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