Jan 03, 2015, 02:07 AM // 02:07
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#21
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Wilds Pathfinder
Join Date: Nov 2014
Location: Blashyrkh
Guild: IGN: Erd Beer Mund
Profession: R/
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Quote:
Originally Posted by Zephyr of Light
To hop into it.
I know there is a 10% ench available in pre from a quest reward axe. (salvageable)
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i think i found a +10% ench mod on a blue weapon (one that was dropped by an enemy, no quest reward) recently. dunno which weapon type it was and not 100% sure that i did but around 90% lol.
i merched it because i didnt think it was special
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Jan 04, 2015, 09:29 AM // 09:29
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#22
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Furnace Stoker
Join Date: Jul 2009
Location: London UK
Guild: Teh Academy [PhD]. Officer. Gentleman
Profession: W/N
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Quote:
Originally Posted by trademeimfamous
i think i found a +10% ench mod on a blue weapon (one that was dropped by an enemy, no quest reward) recently. dunno which weapon type it was and not 100% sure that i did but around 90% lol.
i merched it because i didnt think it was special
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It wasn't special. It was most likely a blue weapon with a non-max mod. Anything which still drops today is not prenerf. This thread is specifically about prenerf items, and identifying them.
Max
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Jan 04, 2015, 09:32 PM // 21:32
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#23
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Jungle Guide
Join Date: Sep 2013
Location: In Z-Way We Trust.
Guild: [PhD]-[ァアァ]-[pupu]
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Imy has posted 2 new screens of her wielding a purple Q8 plague & echovald.
So heres the deal i wanna bring up : pre-nerf, or not?
Both fit in the lines of how HP modifications can be applied (ench 30-45, normal 10-30).
I can already sense someone calling dibs on it being pre-nerf, but i highly have my doubts when it comes to Shields, really.
Those are near impossible to classify except from the obvious ones (dual red, q7/16)
What concerns me more is when dual reds were generated, was it possible too have for example dual +10 armor to drop.
I know the said above has not ever been mentioned anywhere as far i am aware of it happening, its just theoretically a possibility.
But in the case in dual reds is most likely that the % value of random generated mods to be applied, was probably that high it applied twice.
Due obvious reasons, Dual Reds got ''nerfed'' because the game didn't intended to have some mods to be duplicate generated on the loot tables.
(obvious reasons = abuse in Top GvG back then?)
However, OS shield's still can drop with dual inscription mods, like +1/20 +10 armor for example.
I feel this mechanic of how many mods are applied, the mod variable, and mod value is determined by alot of factors.
Some example's are Me & Red's clean items, and Yoji's triples.
Matter to think about.
Zeph
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Jan 04, 2015, 09:45 PM // 21:45
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#24
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WTB q8 15^50 Weapons!
Join Date: Nov 2006
Guild: アoo アugs アlan [ァアァ]
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Both of imys purples still would be avaible to drop. Very unlikely tho
For other mod combos. Dual reds dropped quite long time while there still was alot ppl playing the game if other dual mod combos wouldve dropped we sire wouldve heard from em
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Jan 04, 2015, 10:01 PM // 22:01
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#25
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Furnace Stoker
Join Date: Jul 2009
Location: London UK
Guild: Teh Academy [PhD]. Officer. Gentleman
Profession: W/N
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If it can still drop, it is not prenerf. Prenerf items are physically impossible to be generated any more. As you stated, those purples are still within the current drop tables, so are not prenerf. The chances of dropping another are excruciatingly rare, but theoretically it could happen... Like the r8 +30 -5/20% magmas all those chestrunners are hoping for...
There are some blue shields that have multiple +10vs armour mods, but these are quest rewards and are specially programmed.. The game has never been able to generate shields with two +10vsX mods. There was another thread on this a little while back I think..
Max
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Jan 04, 2015, 10:19 PM // 22:19
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#26
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WTB q8 15^50 Weapons!
Join Date: Nov 2006
Guild: アoo アugs アlan [ァアァ]
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Also zeph. Prenerfed canthan shields never excisted as the nerf was before fact release. So all canthan q8-13 shield mod combos excistin still could drop. Q7's are whoöe diff thing tho
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Jan 05, 2015, 11:40 PM // 23:40
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#27
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Jungle Guide
Join Date: Sep 2013
Location: In Z-Way We Trust.
Guild: [PhD]-[ァアァ]-[pupu]
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We need a Guy who has info or access to Anet employee's that can give us a detailed list of what the odds are of mods being generated for items.
Think of:
% clean
% single mod
% dual mod
% triple mod (nerfed)
% dual Inscrips (only seem to appear on OS? / only since NF?)
% Crude combinations (how much chance Health, Armor, Etc etc are applied)
% mod variable (10-30hp, 11-15^50 etc).
We need this info, otherwise we can go into oblivion guessing things that dont give hard facts that we need oh so badly.
This also gives us the chance to determined value of items better specificly to the odds of such item being dropped and to seperate the garbage from the gems.
Edit : and give people reason why not to bid 500e on a "common" drop.
Edit2 : Guru Mods, please enhance your usefulness for the sake of this thread with your knowledge or network..
***mod edit--sorry no network or knowledge here of such things, I think the mods who had the 'network' have gone---mod edit***
Last edited by cosyfiep; Jan 06, 2015 at 12:08 AM // 00:08..
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Jul 23, 2015, 03:21 PM // 15:21
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#28
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Furnace Stoker
Join Date: Jul 2009
Location: London UK
Guild: Teh Academy [PhD]. Officer. Gentleman
Profession: W/N
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Bumping this up as there's a discussion on Facebook which refers to this thread. So I'm making it easier to find this thread.
Max
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Oct 19, 2015, 03:31 PM // 15:31
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#29
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Jungle Guide
Join Date: Sep 2013
Location: In Z-Way We Trust.
Guild: [PhD]-[ァアァ]-[pupu]
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Found a piece of interesting infortmation while browsing for a other ''nerf''
Update - Wednesday April 26, 2006
http://wiki.guildwars.com/wiki/Game_...nd_Focus_Items
''Weapons, Shields, and Focus Items
Significantly improved the quality of rare (gold) and uncommon (purple) items.
Upgraded Sundering weapon components to provide a maximum Armor Penetration of +20% (Chance: 20%).
The bolded part could indicate the quallity of a weapons Requirement, or Mod Variable.
Last edited by Zephyr of Light; Oct 19, 2015 at 03:36 PM // 15:36..
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Oct 19, 2015, 03:34 PM // 15:34
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#30
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Desert Nomad
Join Date: Mar 2008
Location: I would never play off Occupy Wall St. for my guild name
Guild: We Are the 1 Percent
Profession: Me/
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Yeah what does that even mean? Haha
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Oct 19, 2015, 03:37 PM // 15:37
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#31
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Furnace Stoker
Join Date: Jul 2009
Location: London UK
Guild: Teh Academy [PhD]. Officer. Gentleman
Profession: W/N
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Quote:
Originally Posted by Surge goes pre
Yeah what does that even mean? Haha
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Beats me....
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Oct 19, 2015, 03:40 PM // 15:40
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#32
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Jungle Guide
Join Date: Sep 2013
Location: In Z-Way We Trust.
Guild: [PhD]-[ァアァ]-[pupu]
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What i mean by that, is that ''improved quallity'' translates to instead of being able too generate +24^stance on a gold item, too +30 at minimum.
The same goes for other mod variables.
But its a wild guess.
Edit : the timeline of when that happened could indicate that that may have been the date that certain mods and/or variables have been removed on certain quallitys (gold).
Also note that this update has happened exactly on the same day that Yawgmoth mentioned.
Quote:
Originally Posted by Yawgmoth
26th April 2006 update (Factions release) has increased the minimums on variable mod ranges on purple and gold drops. Since then gold weapons couldn't drop with like +13% dmg or purples with +11% or gold shields with low +hp like +24, etc.
I think it was also this same update that made dual reduction shields stop dropping. It could have been a bit earlier, but not earlier than 3rd March 2006. It could NOT have been later than 26th April.
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Last edited by Zephyr of Light; Oct 19, 2015 at 03:53 PM // 15:53..
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