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Erinyes
12-09-03, 09:42
Been kind of wondering, what was the reasoning for limiting quality of nonrares below 100%? The worst quality I've ever seen on rares has been over 100% in all stats. Seems kinda weird to me that a tl 100 cst'er can't make an artifact basic heal when his skill is 33x the tl of the spell.

It doesn't make much sense to me, also considering that rares also have higher base stats than non rares, so why exacerbate their effectiveness by upping their base stats?

I don't have a problem with rares being better than non-rares, but why are non rares double gimped compared to their rare cousins?

Pill
12-09-03, 09:45
items can go artifact if you boost the weapons with mods :P

actually, it's between 112 and 115

Al3X
12-09-03, 09:52
[ post removed - misunderstood ]

kurai
12-09-03, 09:53
Originally posted by Erinyes
Been kind of wondering, what was the reasoning for limiting quality of nonrares below 100%? The worst quality I've ever seen on rares has been over 100% in all stats. Seems kinda weird to me that a tl 100 cst'er can't make an artifact basic heal when his skill is 33x the tl of the spell.

It doesn't make much sense to me, also considering that rares also have higher base stats than non rares, so why exacerbate their effectiveness by upping their base stats?

I don't have a problem with rares being better than non-rares, but why are non rares double gimped compared to their rare cousins? Because they are buildable you can have as many tries as you like to get a 5 slot that you can mod up to full 120 in all stats.
You are only limited by money and patience.

Rares you only get one shot at.

Erinyes
12-09-03, 10:14
Originally posted by kurai
Because they are buildable you can have as many tries as you like to get a 5 slot that you can mod up to full 120 in all stats.
You are only limited by money and patience.

Rares you only get one shot at.

I can understand why you wouldn't want to have a 120% quality cap on everything, it would throw things out of whack. But like I said, you don't think a tl 100 constructor should be able to get a tl3 item to at least 100% native stats?

I also understand that you only have 1 shot at making a rare versus a batch of non rares, but why are that rares' stats higher than a non rare's ever could be, considering its base stats than a non rare's ever could be?

I also understand thats slots help make up that quality available, but how can I get slots on drones to make up for that?

Seems kinda weird that my tl 157 cst'er can't even make a 100% quality tl3 heal, even though her cst skill is 26x guaranteed cst level.

So, I ask again, with a clarification, what was the reasoning on limiting cst quality on even low level items, when rares base stats are better than a non rare ever could be?

Scikar
12-09-03, 10:45
A constructor should be able to build non-rares to much higher quality if they have enough skill. The current cap just serves to increase the gap between rares and non-rares. I would say increase the quality cap to somewhere closer to 110%, but make that quite hard to reach, so only the best constructors will make TPCs anywhere near there, and the stats will be a little random like rares are around that. The other benefit is that this would increase the slot chance somewhat, which is another point where non-rares suffer.

]v[ortice
12-09-03, 11:23
KK changed the quality of non-rare items for a reason

Everything used to build at 120%

Its got nerfed because certain non-rare items out-performed rares and well devalued them so to speak.

So you can deduct that if you get a 5 slot TPC and ultima it and cap all stats as best u can... Its safe to say that it will out-perform a 1 slot CS. Maybe not by damage etc, but because you need lower requirements to use the gun the RoF and accuracy increases because you skill is much higher than the initial requirement as you grow.

An example of this is when you cap damage on a CS (178%). Get someone to H-C 3 boost you and you will notice that the damage you do doesn't increase but your RoF and accuracy increases a shit-load.

Thing that gets me is... when you have enough skill to cap the stats on all none-rare items, the max t/l of the weapon decreases after around t/l 60.

So you have 94% capped below around t/l 60 and it slowly decreases as the t/l gets higher.

This again is to stop you gettin a none-rare weapon that out-performs a rare. I think a TPC now caps at 87% or 86% or something like that. No amount of DEX/INT drugs or higher construction skill than 150 increases it either.

Wierd but True :)

Scikar
12-09-03, 11:28
Yes, the caps were added so that non-rares couldn't outperform rares, but that needs to be changed now. A 5 slot CS will better than a 5 slot TPC, and it generally takes longer to get a 5 slot TPC than it does to get a 1 slot CS. I say up the quality cap, make non-rares more worthwhile. There's a difference between making sure non-rares aren't more powerful than rares and making non-rares pathetic.

Erinyes
12-09-03, 12:19
Thanks ]v[ortice, that's what I was after. I wasn't around during beta, and was just wondering the reasoning why behind the cst quality limits on non rares. Needless to say, my druthers are similar to what Scikar had to say, I just wanted to know what the reasoning behind the current state of affairs was.

Progenitor
12-09-03, 15:07
It would make sense that the cap on quality for any of the non-Rares would be 100%, in at a minimum all stats. Maybe some randomness to give random bonuses that same as random slotage.

Then you should have to mod it to make it artifact quality.

-p

Voodoochicken
12-09-03, 15:46
I hate to barge in, but all nonrares should be buildable at 80-100% (eg, as 90% +/- 10%)

[Randomising each object stat means that batch construction isn't only about "getting slots".. ie. csting would be more interesting, imo]

And the stat bonuses on all the mods should be reduced.

Also, I'd like the cst skill needed to achieve this to stay around 135.

I hate the degree of specialisation in this game already. There's no need to make it worse. --- this refers to the fact some people think peeps who have 220 in cst should be rewatrded for being stupid.

(Fools putting way too many points into cst could benefit by shifting their mean +/- 10% into the positive)


Similar things have been said many times before, but, meh...

Nullifidian
12-09-03, 15:54
Originally posted by Voodoochicken
I hate to barge in, but all nonrares should be buildable at 80-100% (eg, as 90% +/- 10%)

And the stat bonuses on all the mods should be reduced.

Also, I'd like the cst skill needed to achieve this to stay around 135.

I hate the degree of specialisation in this game already. There's no need to make it worse.

(Fools putting way too many points into cst could benefit by shifting their mean +/- 10% into the positive)


Similar things have been said many times before, but, meh...

Or, they could simply scale the current construction curve so that the max is 10% higher for all items. So, if let's say you can cap an item now, you'd be able to cap that same item after the adjustment, only after the adjustment, it would be 10% higher than before.

Personally I think this would in fact go towards decreasing dependance on rares.