immortal barb passive shows +avoid chance when going over 35%. Display error as d2stats shows 35% cap is correct.
Controlledanger wrote:I have thought about this for many patches and figured it's worth verbalizing it rather than just thinking about it if it's possibly a healthy change.
Drop rates (no drop %) being effected by player count indirectly causes most builds to feel far less efficient when there is a few (the less of them the worst it feels since it limits build diversity for this case) builds that can do p7/p8 nearly as fast as the fastest p1 builds. This causes a lot of builds to just feel bad in comparison (not even to just the best p8 builds, but even ones that do p5 comfortably) to feel so much less rewarding. P1 farming has so much build diversity and feels fine, even playable on some meme builds. The proposition i'll state below, I think, would be healthy for the state of the game.
Possibly make drops static to a specific player count. I actually feel p1 drop rate is fine and would work as a static global drop rate for any games player count. Others might disagree with this and maybe the majority would want it to be slightly higher but either way the point stands that it's not the drop rate specifically, it's the difference in efficiency from p1 to p8 farming. In my eyes the easier balancing option to mitigate this would be making drop rates static regardless of player count. Some builds would still need nerfs because of the nature of pushing lab but I think this would be a healthy change.
I know there is a community of people who would hate me for posting something like this, but I feel it needs to be addressed and I put the future development of the mod at the top of my list.
Controlledanger wrote:...
ParticuLarry wrote:.
SwineFlu wrote:Controlledanger wrote:...
I'm curious what are considering as p5 and p8, do you know that this value is a sum of total players in the game (when monster is getting created) and nearby players from the same party (when monster is getting killed) divided by two and rounded towards zero? Here is the actual numbers from the game files, I hope that devs don't mind if I post them, there is really nothing special about extracting the data from treasureclassex.bin:
Fauztinville:
NoDrop = 1197
ProbSum = 1218 (NDgoldX* = 495)
TotalProb = 1197 + 1218 = 2415
Corrupted Abbey:
NoDrop = 1200
ProbSum = 1113 (NDgoldX* = 431)
TotalProb = 1200 + 1113 = 2313
* As Marco once said NDgoldX was invented by Laz to counter NoDrop reduction, it serves the same purpose but it's not affected by players count.
Can you demonstrate us how p7/p8 would perform against p5 and how significant this difference is?
Controlledanger wrote:...
Controlledanger wrote:On first point no, this is exactly the point. There are builds that can kill nearly as fast in p8 as in p1 and if you have ever played one of these builds in p8 with appropriate kill speed and mf you know what im talking about. I'ts far more efficient and you net much more loot/hour without a doubt.
static drop rates would somewhat impact grouping, but not nearly as much as you think. It's more heavy on xp gain and that has already taken a hit with p5 being max and labs being introduced. The content added will play far more of a roll on grouping than drop rates and labs have shown this as a primary example.
On final point, you have this mixed up. I never mentioned life changing with p levels, just drop rates. It's very possible to change no drop to be a different plvl while keeping life p1. This change would do the opposite of what you stated.