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weapon_randomization [2020/02/14 22:55]
cleartonic
weapon_randomization [2021/01/25 04:06] (current)
cleartonic [How it works]
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 |Elemental|A weapon grants "​elemental power" boost for all elements| |Elemental|A weapon grants "​elemental power" boost for all elements|
  
-Because the original weapons are "​replaced"​ with the new weapons, the new weapons will follow all reward tiering and pricing of the original. For example, the Ragnarok is a high tier weapon with a large price value. Whatever weapon the Ragnarok turned into, say a Meteo Sword, will be the same tier and price as the Ragnarok+Because the original weapons are "​replaced"​ with the new weapons, the new weapons will follow all reward tiering and pricing of the original. For example, the Ragnarok is a high tier weapon with a large price value. Whatever weapon the Ragnarok turned into, say a Meteo Sword, will be used for a basis of the tier and price of the new weapon, but an adjustment is later made according to the [[weapon_randomization_chart|weapon randomization chart]].
  
 Weapon power is static per randomized weapon. Each type of weapon (Knife, Sword, Whip) has some varying qualities that are consistent, and each weapon type has a bonus attack. ​ Weapon power is static per randomized weapon. Each type of weapon (Knife, Sword, Whip) has some varying qualities that are consistent, and each weapon type has a bonus attack. ​
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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, KatanaHarp|Spell upon action/​attacking|+|Knife, Sword, Knightsword,​ Axe, Katana|Spell chance upon action/​attacking| 
 +|Harp|Spell ​instead of action/​attacking| 
 +|Flail|Enemy skill chance ​upon 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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 When a spell is granted to a weapon, that weapon will gain a chance of using the associated spell when attacking. Rods and Staves are special cases. Spells are chosen with a system that adheres to reward tiering (when selected as a setting), meaning more powerful spells will appear on higher tier items. Spell modifications are the most common type of weapon modification. When a spell is granted to a weapon, that weapon will gain a chance of using the associated spell when attacking. Rods and Staves are special cases. Spells are chosen with a system that adheres to reward tiering (when selected as a setting), meaning more powerful spells will appear on higher tier items. Spell modifications are the most common type of weapon modification.
  
-== For Knifes, Swords, Knightswords,​ Axes, Flails, Katanas ==+== For Knives, Swords, Knightswords,​ Axes, Katanas ==
 The following magic types are valid for these weapons: The following magic types are valid for these weapons:
   * White, Black, Time, Blue   * White, Black, Time, Blue
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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 Flails == 
 +Flails are the same as above, with a flat 33% chance for all weapons of casting special Enemy Magic only. These are special abilities only seen on enemies. Some of the higher tiers abilities are very powerful, granting access to Zombie status effects
  
 == 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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