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Derrick83
Guest
I say this because with the SA coming and being able to Imbue, this would help everyone out AND help crafters not feel like they will be bullied out by Imbuing... crafters seem a little concerned that Imbuing may make them obsolete.
My idea for runics, let each crafters gump include options for you to select which mods you would like to have on your armor/weapons/jewlery etc.... Then incorporate "luck" from here.
Now this wouldn't guarantee you get these mods, but since "luck" is supposed to be how lucky you are, and not just DiabloII's "magic find"(which is what it currently is), you could select say.... 3 mods you would LIKE to see on whatever you are making and you have a chance based upon luck that you would get 1, 2 or all 3 based upon your luck roll(and how high your luck is). For instance, roll a random number 1 - 3000. If you roll 1-900 you get 1 of those mods, if you roll 900-1300 you get 2 of those mods if you roll 1300-(X) you get all 3 mods, if you roll (X+1) - 3000 you get a full random(like it is now) roll from your runic.
*X = how much luck your char has
This requires atleast 1300+ luck to have a chance at all 3 mods and then a SMALL chance at that.. even at 1500 luck you have a 1/15 chance at getting all 3. And if this was considered the numbers could be changed around to make it harder if necessary.
This roll would be to auto get those mods(at random intensities per what the runic gives). If you did not get that one of those chosen mods in the "luck roll" you can still get it potentially in the random roll for the rest of the mods.
This way you have a LITTLE more predictable results. This way a person does not burn 6 yew fletching kits and 3 heartwood fletching kits all at once and get almost nothing worth using.................................
People will say that this will give crafters a lot of power, and you are right, but not TOO much being as the ability to imbue will be able to let you hand pick what you want on a weapon/armor/jewel anyways, so why not give crafters the ability to slightly more predict the outcome of their own creations.
My idea for runics, let each crafters gump include options for you to select which mods you would like to have on your armor/weapons/jewlery etc.... Then incorporate "luck" from here.
Now this wouldn't guarantee you get these mods, but since "luck" is supposed to be how lucky you are, and not just DiabloII's "magic find"(which is what it currently is), you could select say.... 3 mods you would LIKE to see on whatever you are making and you have a chance based upon luck that you would get 1, 2 or all 3 based upon your luck roll(and how high your luck is). For instance, roll a random number 1 - 3000. If you roll 1-900 you get 1 of those mods, if you roll 900-1300 you get 2 of those mods if you roll 1300-(X) you get all 3 mods, if you roll (X+1) - 3000 you get a full random(like it is now) roll from your runic.
*X = how much luck your char has
This requires atleast 1300+ luck to have a chance at all 3 mods and then a SMALL chance at that.. even at 1500 luck you have a 1/15 chance at getting all 3. And if this was considered the numbers could be changed around to make it harder if necessary.
This roll would be to auto get those mods(at random intensities per what the runic gives). If you did not get that one of those chosen mods in the "luck roll" you can still get it potentially in the random roll for the rest of the mods.
This way you have a LITTLE more predictable results. This way a person does not burn 6 yew fletching kits and 3 heartwood fletching kits all at once and get almost nothing worth using.................................
People will say that this will give crafters a lot of power, and you are right, but not TOO much being as the ability to imbue will be able to let you hand pick what you want on a weapon/armor/jewel anyways, so why not give crafters the ability to slightly more predict the outcome of their own creations.