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weapon_randomization [2020/02/14 22:55]
cleartonic
weapon_randomization [2020/02/15 02:53]
cleartonic
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 As part of this randomization system, each weapon type was given qualities that differentiate it. More is explained in the below sections: As part of this randomization system, each weapon type was given qualities that differentiate it. More is explained in the below sections:
 ^Weapon Type^Modifications^ ^Weapon Type^Modifications^
-|Knife, Sword, Knightsword,​ Axe, Flail, Katana, Harp|Spell upon action/​attacking|+|Knife, Sword, Knightsword,​ Axe, Flail, Katana|Spell ​chance ​upon action/​attacking| 
 +|Harp|Spell instead of action/​attacking|
 |Spear, Whip, Bow|Killer weapons| |Spear, Whip, Bow|Killer weapons|
 |Bell|Ability use upon action/​attacking| |Bell|Ability use upon action/​attacking|
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 == For Harps == == For Harps ==
-Harps are the same as above, but have a 100% success rate on all spell usage.+Harps are the same as above, but have a 100% success rate on all spell usage, and no physical attack occurs when attacking. For example, the Mighty Guard Harp, upon attacking, will cast single target Mighty Guard 100% of the time, without performing a physical attack.
  
 == For Rods ==  == For Rods == 
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   * The Brave Blade, Chicken Knife, and Excailbur are removed from this weapon randomization process due to their highly unique qualities (hardcoded in the base game with their IDs), and are therefore not available in the game with weapon randomization applied. ​   * The Brave Blade, Chicken Knife, and Excailbur are removed from this weapon randomization process due to their highly unique qualities (hardcoded in the base game with their IDs), and are therefore not available in the game with weapon randomization applied. ​
   * The randomizer will attempt to reroll (up to a 100 times per weapon) to avoid duplicate weapon types & modification combinations. In other words, it is unlikely to see a pure duplicate for modifications. This is not implying that you will only get 1 of a weapon in a seed only - it's stating that the same bonus won't appear twice on the same weapon type. For example - if Fire3 is placed on a Sword (say, the Epee replacement),​ Fire3 will not appear on a different sword replacement (say, Mythril Sword, or Broad Sword). In other words, you should not see multiple inventory slots for the same weapon type and bonus, but you can get more than 1 of a particular weapon (like normal). ​   * The randomizer will attempt to reroll (up to a 100 times per weapon) to avoid duplicate weapon types & modification combinations. In other words, it is unlikely to see a pure duplicate for modifications. This is not implying that you will only get 1 of a weapon in a seed only - it's stating that the same bonus won't appear twice on the same weapon type. For example - if Fire3 is placed on a Sword (say, the Epee replacement),​ Fire3 will not appear on a different sword replacement (say, Mythril Sword, or Broad Sword). In other words, you should not see multiple inventory slots for the same weapon type and bonus, but you can get more than 1 of a particular weapon (like normal). ​
 +  * For everyone'​s sanity, attacking hit percentages for Axes, Staves and Rods were improved for randomized weapons. ​
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