Post:
Item Level Mechanics
User:
Thorgred
Infraction: 6. Do not post unless you have something new and worthwhile to say.
Points: 1
Administrative Note:
Message to User:
Original Post:

I haven't done any parsing on armor values for a while - when I get this app up and running I should be able to do that easily.
Just to go over the app that I'm writing: this is how I imagine they would create items.
First select an armour type/slot/rarity, and the itemLevel they are aiming for.
From the INPUT GOAL iLevel, the program calculates weapon DPS and armour value. This is the iLevel that gets assigned to the item in game, but is probably not the exact REAL iLevel.
However they then use slider bars to add stats to items. These slider bars increment continuously, rather than by integer amounts.
SO i just made that chest with exact integer values. (Actually I think is is the chest of Frozen Pain) However, I could (theoretically) have moved the slider bars just that TINY bit more to the right and given each stat 0.4 more of each, pushing it up to 213 iLevel.
However I'm still getting around the annoyances of the math system in my components, otherwise i'd show you two items with exactly the same stats, but different iLevel. Next week hey?
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