Talk:Modifier: Difference between revisions
>Adalace (Blanked the page) |
>OmegaK2 (→cleanup: new section) |
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== cleanup == | |||
The modifier page is currently partially wrong or referring to the wrong things. There are also some topics not covered at all. | |||
First how mods work: | |||
* Has it's own data base entry (and soon wiki page) | |||
* A mod has up to 4 stats, which grant the effect of the mod; a mod without stats does not thing | |||
* there are minimum and maximum value associate to roll the randomized range | |||
* the mod-domains which will determine what kind of thing the mod will apply to (i.e. item, monster, stance, master-crafted mod) | |||
* the mod generation type which will determine how they're added to items (i.e. prefix/suffix/corruption/"given" mod/tempest mod) | |||
* it has spawn-weighted tags (NOT gem tags, they are different) and values which will determine the chance to spawn | |||
Importantly mods are not to be confused with stats: | |||
* stats have a id | |||
* multiple mods can refer to the same stat | |||
* a stat will have a translation depending on other stats involved and the values; i.e. stat added_minimum_physical_damage and added_maximum_physical damage translate to "Adds x-y Physical Damage" on items, which can make it hard to tell what the stat | |||
* how stats affect the character is probably somewhere determined in the code (i.e. also local/global) | |||
* the same stats are generally additive (IMPORTANT they can still be multiplicative or additive with OTHER stats) | |||
Also something else to note, the grouping/types for mods seems strange. Not sure what the original author intends. The game uses types and groups, meaning different things each (and they're ~2000 and ~1000 entries long individually). This information should probably be removed. | |||
Some sections also seem to confuse gem tags with mods; these are completely unrelated. On a another note, the tags mods have are actually not visible in game and are separate from gem tags too. | |||
The page does have quite a bit of useful information that just needs to be adjusted in terminology (and possibly moved to another page), so I didn't nuke it. I'd update it myself but there is a lot of things that need to be done else where. | |||
--[[User:OmegaK2|OmegaK2]] ([[User_talk:OmegaK2|t]]|[[Special:Contributions/OmegaK2|c]]) 19:54, 26 September 2015 (UTC) |
Revision as of 19:54, 26 September 2015
cleanup
The modifier page is currently partially wrong or referring to the wrong things. There are also some topics not covered at all.
First how mods work:
- Has it's own data base entry (and soon wiki page)
- A mod has up to 4 stats, which grant the effect of the mod; a mod without stats does not thing
- there are minimum and maximum value associate to roll the randomized range
- the mod-domains which will determine what kind of thing the mod will apply to (i.e. item, monster, stance, master-crafted mod)
- the mod generation type which will determine how they're added to items (i.e. prefix/suffix/corruption/"given" mod/tempest mod)
- it has spawn-weighted tags (NOT gem tags, they are different) and values which will determine the chance to spawn
Importantly mods are not to be confused with stats:
- stats have a id
- multiple mods can refer to the same stat
- a stat will have a translation depending on other stats involved and the values; i.e. stat added_minimum_physical_damage and added_maximum_physical damage translate to "Adds x-y Physical Damage" on items, which can make it hard to tell what the stat
- how stats affect the character is probably somewhere determined in the code (i.e. also local/global)
- the same stats are generally additive (IMPORTANT they can still be multiplicative or additive with OTHER stats)
Also something else to note, the grouping/types for mods seems strange. Not sure what the original author intends. The game uses types and groups, meaning different things each (and they're ~2000 and ~1000 entries long individually). This information should probably be removed. Some sections also seem to confuse gem tags with mods; these are completely unrelated. On a another note, the tags mods have are actually not visible in game and are separate from gem tags too.
The page does have quite a bit of useful information that just needs to be adjusted in terminology (and possibly moved to another page), so I didn't nuke it. I'd update it myself but there is a lot of things that need to be done else where.
--OmegaK2 (t|c) 19:54, 26 September 2015 (UTC)