Titan Quest Anniversary Edition

Titan Quest Anniversary Edition

Itemization Quest
27개 중 21~27개 표시 중
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업데이트: 2021년 3월 6일 @ 오전 8시 50분

Sixth Round - Hotfix

Forgot to add the Atlantis Monster / MI weapon data!
See full changes on the note below.

업데이트: 2021년 3월 6일 @ 오전 7시 47분

Sixth Round

- Adjusted all the atlantis scaling damage on all weapons using as reference their normal versions, with a effective increase in damage of a range between 2% and 8% depending on weapon. Is usually a bit above the best versions of Act 4 normal (vendor) weapons.

- Champion monster drops now don't have less chance of dual affix.

Fixes:

- Some Atlantis spears (both Monster and MI) with a lower max phys damage than the min phys damage.

- Atlantis Monster Spears always were magical (there's a 80% chance is a broken version, as every other weapon, instead).

- Atlantis Staves energy points regen didn't scale in epic and legendary.

- Atlantis Tritons having always epic head in all difficulties.

- Atlantis Mounted Serpents having the coral bows in normal.

- All Atlantis & Ragnarok monster armor and monster infrequent armor having the chest-speciffic affixes (now have their corresponding head/leg/arm affixes).

- Ragnarok shields had the axe-specific affixes.

- Atlantis Monster armor and MI armor not having affixes at all in Normal difficulty.

- Fixed the chance of Unique Throwing weapons on Act1-3, it had double the chance of a golden chest unique on every lootable (all chests, bone piles) and boss chests/orbs.

- Fixed drops from chest/bosses in atlantis to actually drop atlantis uniques (except jewelry that has no abilities). I shortened posible unique candidates to give Atlantis-specific items a higher chance (about 33%).

- Fixed Act 4/5 unique loot tables to include the drop of Aphrodite's Favor, Aionios and Demonskin Walkers.

업데이트: 2021년 2월 21일 @ 오후 2시 50분

Fifth round: Common armor and weapons, balances and fixes with special attention to Ragnarok stuff.

- Converted the lower tier of common heavy armors of ragnarok into medium armor (they forgot the medium armor with ragnarok), aligned with the rest of the acts.

In all the game there is always three types of armor, Mage Armor, Medium armor and Heavy Armor. Medium armor has 33% less strength requirement than heavy armor and about 25% less armor value. Seems in Ragnarok they forgot to add the Medium Armor, Instead we have two Heavy armor variants, fixed that and added the requirements and armor values with proper scaling for the lower tier heavy armor to be Medium armor. I suppose is another oversight of the devs.

- For the first versions of ragnarok common armor in legendary (celtic themed), lowered overall requirements just a bit.

For no reason they had a bit lower armor values than the last tier of Act 4 armor but way higher requirements.

- Changes in weapon speed descriptions: The fastest axes to "Fast" and all swords but the slowest versions to "Very Fast". Adjusted all the weapon speed descriptions to match the weapon real speed.

Weapon speed description to internal speed relation:

Speed: Very Slow : 0.05 - 0.10 -> Same
Speed: Slow : 0.15 - 0.20 -> Same
Speed: Average : 0.25 - 0.30 -> Same
Speed: Fast : 0.35 - 0.40 - 0.45 -> 0.35 - 0.40
Speed: Very Fast : 0.50 -> 0.45 - 0.50

Internally the description "Speed: Very Slow" is not calculated, is just a description attached to the weapon, so there are many weapons with the same tag and different speeds, also some of the weapons have an incorrect tags.

- Buffed slightly the weapon base damage for legendary Act V Axes, Maces and Staves, to keep some consistency compared to the other weapons' scaling (is up to a bit less than 10% more DPS compared to Act 4 versions).

- Further changes for consistency with the other acts for ragnarok common weapons: Modified one sword as very fast 15% pierce ratio version, adjusted the Very Slow Spear version to have 30% pierce ratio instead of 25%, added the 30% movement speed reduction on hit for cold/frost staves, buffed block damage for shields.

업데이트: 2021년 2월 16일 @ 오전 3시 09분

Fourth Round: Price scaling for weapons and armor, and other fixes.

- Fixed the price scaling for weapons and armor, the scaling ramp up exponentially too high, specially noticeable on legendary, white weapons (no affixes) and armor had from 2 to 4 million gold a piece in act 3, you could easily hit the cap selling most of the yellow items. As a consequence farm vendoring is too expensive, with some yellow pieces with costs going to the tens of millions. Now the cost is much less exponential, up to 10 times less cost, and the yellows cost in the few million at most, more aligned with jewelry costs. You can still start hitting the sell cap with some green items (as it was intended).

At some point in anniversary edition the devs replaced fixed base prices for weapons and armor with a extended formulas based on armor values, weapon damage, speed, block chance, etc, these formulas scale exponentially and the values go way up in epic, and off the charts in legendary. Some old fixed prices are still on the database and I used them as reference. Aside atlantis lottery, money is mostly saved and used to buy potions, and vendor farming for upgrades (those hollow helms...). Due to the selling gold cap in each act, these sky-high prices break the economy for vendor farming, making it needlessly tedious.

- Fixed a few suffix I broke of Foresight/Augury/Divination, minus energy cost was not applied properly.

- Modified the primary to secondary tables ratio also for throwing weapons, like everything else (90-10 prefix, 75-25 suffix).

- Modified some quest monsters I missed for the Monster Infrequest weapon chances.

- Fixed a few merchants in Act 1 Epic having the normal throwing weapons instead of the epic versions.

업데이트: 2021년 2월 11일 @ 오전 8시 59분

Third Round: Monster Infrequents and tweaking affix tables for all items.

- Modified Monster Infrequent drop chances (from 200% to 500% more than original) so these items are infrequent but not so rare in many cases. The chance is increased depending on the mob density for that monster infrequent, and the chance to equip a piece in the MI slot.

You can target farm specific Monster Infrequent and get a few copies if not more in an hour of killing, aim for better affixes, etc.

- Fixed some unique chances and MI chances on Hero monsters, so they have effectively 3x chance compared to a normal monster (in vanilla was more or less OK, but in DLCs most of the time, no).

- All monster infrequents have an increased chance to get both a prefix and a suffix, from 10% to 40%.

- Amulets on base game (TQ, not IT & DLCs) had a slighty lower chance to get both prefix and suffix, aligned with every other weapon, gear and jewelry from 15% to 20%.

- Modified Weapons chance to get to the secondary table of affixes so there's a reasonable chance to get any of the rare affixes.

As example, an axe (also most weapons) has a 98% chance to get a prefix from the primary table, and a 2% for the secondary table.

Primary table has flat damage bonus, flat elemental, poison, leech life/mana and attack speed, and three 3 rare prefixes, with a bit less than 1% chance to appear on the club.

The secondary table has the reduced equip requeriments, + Mastery and about 10 different rare affixes, with about 3% chance to appear.

So to get a rare affix from the ones that appear only on the secondary table you have about 0.06% combined chance, that's one in 16,600, a really really low chance.

In this case I modified the chances to 90% from primary, 10% from secondary, so the chances for a rare prefix from any table is more even, with about a 2.8% chance to appear any rare affix.

- Fixed affixes on weapon monster infrequents for atlantis, they all had the axe A version for all the affixes, now they have their Type A and Type B affix tables for each weapon type.

- Inside the tables for a chance of a specific affix, modified it so is more consistent in percentage, giving more chance to higher tiers of an affix type as the difficulty rises, also boosted some very rare affixes.

As example, the Strength percent plus health percent rares (Hardy, Robust, Hale) on a ring on legendary had 17% chance to be Hardy, 28% Robust and 55% Hale, modified to 38% Robust and 62% Hale.
Another example, the 'of the pegasus' suffix for boots has about a 0.3% chance to appear if the boots rolls a suffix on all difficulties, I boosted the chances to something like 40% more on epic and 120% more on legendary.

- Also all kind of bugfixing, like some instances of abnormally high chance on some affixes, missing affixes, duplicated affixes...

업데이트: 2021년 1월 28일 @ 오전 5시 50분

Second round: adjustements on affixes magnitudes & more love to resource regeneration.

The thing is, 90% of the game's affixes where designed around the vanilla experience. On TQ Vanilla was common to enter Epic at around level 35, Legendary about lvl 50 and end the game on level 60. With the fourth act, and changes to the experience gain on Anniversary, then numbers have increased a lot (could be around 42-62-72 aprox), also on act 4 you get bonus stats and health.

Ultimate stat affixes are underwhelming as a result: 32 strength for a suffix is less of an upgrade than before. 75 offensive ability seems nice, but you will need around a thousand to hit consistently on legendary.

Regeneration on this game is underwhelming, is a great stat early on but as you get to mid-game normal quickly becomes useless. 2 health and 50% regen with 400 life is great, but 4 points and 90% regen with 6k health is a waste of an affix.

A. Boosted values on item affixes:

On a general rule, most stat related affixes will have 20% more magnitude, and 10% more level requirement on previous 25+ level requirement (epic onwards).

Offensive-related (fire, piercing, vitality...) also get a boost of about 10% in values, both percent and raw damage.

Higher values for damage over time damages (poison, bleeding, burn...) specially on higher tiers/difficulties, as they don't scale from attack speed or multiple applications. Bonus physical damage also has better scaling on the higher tiers as it doesn't scale with percent phisical or strength.

Many rare affixes had a very high random variance from -50% to +50% of their base value, reduced those to as much as 30-35% variance, but increased base values a bit so the max possible values end up being similar in many cases.

Tweaked many rare affixes so they are always better than magical and others to offer a real value worth considering.

Some highlighted examples:

- Exalted prefix gives 12% extra armor absorption instead of 10 armor points.
- Ceremonial rare (on head) gives +1 all skills and 12% int instead of 8%.
- Prismatic and of the Gryphon have both better scaling as tier goes up.

B. Full calibration on relics and charms, and their completion bonuses.

Now all relic/charms have magnitudes at least a bit above yellow affixes with similar effects for that difficulty/tier, and most of them should now have enough value to be considered at least in a specific context or build.

Some examples of added value on relics:

- Added from 1 / 1.5 / 2 mana regen on hecates crescent to capitalize on the big mana regeneration provided, same with Ankh of Isis with health.
- Replaced the flat armor points in Udjat of Horus relic with a small percent extra armor absorption (up to 10% in legendary).
- Cernunnos Majesty Relic, with 9-12-15% more damage to and less damage from plants, now also has 18-27-36% poison resistance.
- Children of okeanos slow attack retaliation lasts 3 seconds (was 1 second), also added some frostburn retaliation during 3 seconds.

Bonus completion now scales better with the higher difficulty versions when needed. Example: Most 25-35-45 Defensive ability cases, goes into 25-45-65 instead.

Completion bonuses with element percent damage also have their damage over time component added (IE: 25% Lightning and 25% Electro Burn)

Added some new completion bonuses on some relics/charms:

- Attack converted to health: 8%-10%-12% on some charms/relics for weapons, 8% on some charms/relics for rings/amulets.
- Casting speed: 30%-40%-50% on some relics/charms that can enchant rings and amulet.
- Cooldown reduction on a few relics/charms torso exclusive (10-14-18) or rings/amulets (10-10-14).
- Percent dexterity, Percent Pierce, Percent Life, Mana cost reduction, Dodge and Total damage on a few relics/charms with related base bonuses.

C. Extra regeneration based on total health/energy.

Modified the regen formula to give one extra health regen point per 1200 max health, and one extra energy regen point per 800 max energy. This way items that give percent health/energy regen are more valuable, also helps to lay the ground on possible regen-heavy builds. Also adjusted some global values for monsters, as the regen formula also applies for monsters.

D. Fixed augmented stats on Act V (Ragnarok) jewelry.

Did you know there are always two types of jewelry (rings & amulets) in each act, one gives normal affix stats, the other gives 25% increased base stats?

Seems on ragnarok they forgot to add the 25% boosted values to any type jewelry across all difficulties.

There are two new rings and two new amulets for Act V, each one has five color variants, some kind of iron, copper, bronze, silver and gold, I gave the three last variants this 25% boosted stats.

업데이트: 2021년 1월 12일 @ 오후 1시 47분

Initial Release

1.0: First round: focus on resistances.

A. Less resistance burden (still the toughest aspect to deal with):

- All resistances on Legendary difficulty from -100 base to -80 base.

- All classes have a resistance associated to the mastery progression (somewhat thematic), 1 point per level up to level 10, then 1 point per 2 levels up to 20, and each four levels up to 40.

For reference: 10% resistance at Lvl 10, 15% resistance at Lvl 20, 18% resitance at Lvl 32, 20% resistance at Lvl 40.

Resistances per class :

Earth: Fire
Storm: Cold
Dream: Lightning
Spirit and Rune: Vitality
Hunting and Warfare: Bleeding
Nature and Rogue: Poison
Defense: Pierce

- Hunting Poison Res, Nature Elemental Res and Rune Vitality Res from skills have been scaled down just a bit (about 15% less magnitude at max level).

B. More flexibility in affixes: Gear and Shields now can roll bleeding resistance prefixes (they already exist in the data, but they are not linked to the actual items), jewelry can roll vitality resistance prefixes.

The new vitality resistance prefix is 'Ceremonial' (same name as the rare prefix), has the same values of a single element prefix (10% - 23% - 40%), has 50% of the chances of an elemental prefix to appear, I replaced three Mana prefixes: Pupil's, Mentor's, Philosopher's, their original chance to appear in an item goes to the other energy prefixes (Scholar's, Savant's, Sage's) and some is transferred to the new ceremonial prefix on amulet and ring items.

Completion bonuses from some relics and artifacts (IE Golden Fleece) that had energy values will also roll a small chance of those vitality resistance values, stealing again the chance from energy.

The bleeding resistance prefix has same magnitude, cost and requirement values as the piercing prefix, appear in the same items, those items now have 70% chance of piercing 30% chance of bleeding from the original chance of piercing.

C. Revised and updated all charms and relics with a focus on resistances.

Some relics had very low resistance values on them or their completion bonuses for higher difficulties, I think it was a minor oversight from original devs, and was not intended. Nevertheless, I have updated charms and relics, fixed a few things here and there. These are the full changes:

Improved Pierce/Poison Resistance on completion bonus: Boar Hide, Pristine Plumage, Viny Growth, Udjat of Horus...
Completed Normal, Epic, Legendary, original: 8%, 16%, 26%, updated to: 16%, 26%, 41%.

Improved resistance to Lightning, Cold, Fire on completion bonus on many relics: Ankh of Isis, Jade Emperor's Serenity, Light of Belenus...
Completed Normal, Epic, Legendary, original: 10%, 10%, 10%, updated to: 10%, 23%, 40%.

Added Vitality o Bleed resist chance to Vile Ichor.
Added Pierce o Poison resist chance to Diseased Plumage.
Hag's Skin now has 10%/15%/20% pierce resist.
Added 5% / 7% extra damage to constructs for mechanical parts normal and epic versions.
Crystal of Erebus with slightly better vit res progression (15-22-30).
Tortured soul also gives (8-12-16) vitality resistance with the damage to demons.
Troll tusks also have (8-12-16) bleeding and pierce resistance with the minimal chance of fear retaliation.
Better cooldown reduction bonus on golden fleece, from (8-8-8) to (8-13-18).
Added missing bleed resist bonus on Hecates Crescent normal and legendary versions.
Upgrade attack speed bonus on Guan-Yu's Grace, from (8-8-8) to (8-15-25).
Chill of Tartarus epic version had a wrong cold damage bonus assigned (much higher in value).
Better fire/lightning res scaling for Domain of the Dragon-Kings and Jade Emperor's Serenity (24-36-48)
Better element/poison/vitality res scaling for Atlas Endurance from (5-6-7) to (5-7-9).