RIG producing self-contradicting items

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zhazz
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RIG producing self-contradicting items

Unread post by zhazz »

I just found this item at the Yuan-Ti Queen.

It is my understanding the RIG doesn't have to produce items that are useful. But at the very least they shouldn't cancel themselves out.

The item will still sell for 1400 gold. But I dread the thought of finding a +4 weapon with some other good modifier on it, the combination of which is rare, and then for it to have No Damage modifier too.

Could some mods be put into the same mod group so they can't cancel each other out like this?

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Re: RIG producing self-contradicting items

Unread post by Ewe »

Yeah I hear you this is an often complained about situation with the RIG. Thanks for the feedback.

My understanding is this doesn't cancel itself out here, though. If I recall correctly, no damage just means you don't get any base dice damage for the weapon rolled. You'd still get the strength and enhancement bonus damage.
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Re: RIG producing self-contradicting items

Unread post by Tsidkenu »

Ewe wrote: Fri Jan 21, 2022 8:07 pm no damage just means you don't get any base dice damage for the weapon rolled. You'd still get the strength and enhancement bonus damage.
This curious katana will do 2 (EB) + Str Mod (+buffs, e.g. flame/ice weapon) damage. Ewe is correct in that the "No Damage" property nullifies only the base dice roll, 1d10 in this case.
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Re: RIG producing self-contradicting items

Unread post by eternal night »

I think no damage property should be exclusive to cursed items.
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zhazz
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Re: RIG producing self-contradicting items

Unread post by zhazz »

There is an argument to be made for the No Damage mod on weapons to facilitate training weapons. However, training weapons are already available at the Bladestone Foundation Quartermaster. Not all weapon types, but a decent selection.

So yes, please work some magic to have EB, Bonus Damage, and No Damage mods be exclusive through the rig. A few store items have the No Damage, but that is by design to offset the power of the item.
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Re: RIG producing self-contradicting items

Unread post by MasterSilke »

eternal night wrote: Fri Jan 21, 2022 10:29 pm I think no damage property should be exclusive to cursed items.
While weapons with a no damage enchantment would most likely be cursed, I can see the potential of non-cursed items having this trait. For example, Eldath may bless a sickle with this ability and grant it to one of her druids.
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Re: RIG producing self-contradicting items

Unread post by Hoihe »

Seeing as no-damage mod only removes the base dice, such does not need to be a cursed item.

Weapons formed out of energy are a good example, for one appropriate use. The wizard spell, Enchanted Blade, already summons a no-damage 1d8 magic damage longsword to simulate just this.

What we need is weapons with the "no-damage" mod to exceed normal constraints, since their entire blade is made of magic rather than steel. For instance, let elemental damage go to 1d8 or even 1d10.
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Re: RIG producing self-contradicting items

Unread post by Ewe »

The RIG produces many items with properties that don't make any sense, and in some cases properties that are redundant and cannot stack or don't do anything at all. There are way worse offenders than no damage property weapons.

At this time, the current intent with those items is to vendor them to NPCs for gold.
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zhazz
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Re: RIG producing self-contradicting items

Unread post by zhazz »

Which is entirely fair.

My main concern are those edge-cases where the combination of beneficial modifiers are once-in-a-blue-moon scales of rare, and is then largely negated by a detrimental modifier. I'm talking one-in-billion or rarer. The kind where, even if the server was to be around for another 20 years after the item being generated that exact combination of beneficial modifiers wouldn't ever occur again.

For example a ring with +4 Intelligence and +2 Universal Saves, which then also has a -4 Intelligence mod. Yes that does in fact happen; items having two mods of the same type but with opposite effects. Such an item would be equivalent to just a +2 Universal Saves ring, of which there at least two available in the shops.

I will admit that the No Damage mod on a weapon isn't as bad as other item types, since a weapon's damage roll usually only account for a small portion of the overall damage. But for attributes, skills, and saves, I do think there should be a safeguard against cancelling out. As in positive and negative modifiers of the same type should be mutually exclusive.

An item having +4 Dexterity and -4 Intelligence is still going to be an item with +4 Dexterity afterall. There's just a downside to using it too, which can create some interesting roleplay. The two mods, however, do not negate each other.
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Re: RIG producing self-contradicting items

Unread post by Endelyon »

The developers would like to invite everyone who has participated in this thread (and those who haven't) to also fill out this anonymous loot survey as we are currently collecting data on this topic:

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