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  1. #11
    IncGamers Member
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    Re: Question about Pre/Suffix Generation for Rare Items

    It does rule some pre-/suffixes out actually and is a part of the item generation. Blizzard simply didn't use the feature at all but in some cases. There's a column named MaxLevel in MagicPre-/Suffixes.txt which can be used to determine the maximum item level for a pre-/suffix to spawn on an item.
    Last edited by imakeigloospat; 17-06-2013 at 13:35.

  2. #12
    IncGamers Member
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    Re: Question about Pre/Suffix Generation for Rare Items

    Okay, here's a question. Is an affix like cruel or other high level affix more likely to spawn on a normal weapon as opposed to an elite level weapon?

  3. #13
    IncGamers Member Archone's Avatar
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    Re: Question about Pre/Suffix Generation for Rare Items

    Not that Im aware of. But it does have a ilvl req, so you cant get it everywhere.

    EDIT: Its a lvl 50ish affix, so not many places for that affix in normal!

  4. #14
    IncGamers Member ThomasJohnsen's Avatar
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    Re: Question about Pre/Suffix Generation for Rare Items

    Quote Originally Posted by Clervis View Post
    Okay, here's a question. Is an affix like cruel or other high level affix more likely to spawn on a normal weapon as opposed to an elite level weapon?
    Well that question is a bit difficult to answer.


    To establish the terminology, commonly used:
    * Affix-level (called alvl) determines the affixes available on an item (ie affixes <= alvl are allowed).
    * Item-level (called ilvl) is a number that may vary depending on where the item was found. An Axe found in normal will have a lower ilvl than an Axe found in NM or Hell.
    * Quality-level (called qlvl) is a fixed number for any given item. Typically exceptional items have higher qlvl than normal items, and elite items have higher ilvl than exceptional items.


    The alvl is generated on the basis of the ilvl and qlvl of the item using the pseudo-code below:

    Code:
    If (ilvl>99) then {ilvl=99}
    if (qlvl>ilvl) then {ilvl=qlvl} ;** see note below
    if (magic_lvl>0) then {alvl=ilvl+magic_lvl}
    else
    {
    if (ilvl<(99-qlvl/2))
    then {alvl=ilvl-qlvl/2}
    else {alvl=2*ilvl-99}
    }
    If (alvl>99) then {alvl=99}
    
    
    *all calculations use integers so there are no fractions at any step.
    ** this new ilvl value is only used for the duration of this calculation. The ilvl value that is stored in the items data file will remain unchanged.

    The second line states that an ilvl = qlvl will be used to calculate alvl, if the qlvl > ilvl. If for instance you find a small charm in act I or II, normal (area-level < 20, SC qlvl = 28), the ilvl will be set to 28 while alvl is being calculated.
    Magic_lvl is only present on circlet type items. A diadem for instance will allways have an alvl of >= 103 (qlvl = 85 and magic_lvl = 18), and a tiara allways an alvl of >= 83 (qlvl = 70 and magic_lvl = 13). Thus you can reroll diadems indefinately with the 6 pskull recipy (or imbue them with any level char) and still be able to spawn any affix available on them.


    To examplify the question, lets look at gloves with different ilvls:

    Code:
                                  ilvl = 10   ilvl = 30   ilvl = 70   ilvl = 90
    ===========================================================================
    Leather gloves (qlvl = 3)     alvl = 9    alvl = 29   alvl = 69   alvl = 89
    Demonhide gloves (qlvl = 33)  alvl = 17   alvl = 17   alvl = 54   alvl = 81
    Bramble mitts (qlvl = 57)     alvl = 29   alvl = 29   alvl = 42   alvl = 81
    As you can tell by the numbers, items with a low quality-level are able to spawn higher level affixes earlier than the exceptional/elite counterparts (due ofc to the fact that alvl is calculated as ilvl - qlvl / 2 for lower qlvl items).
    Hope this clears up a little bit about affixes.

    Regards Tom


    #EDIT: Below is the C# algorithm, I used to calculate the alvls:
    Code:
    if (ilvl > 99) ilvl = 99;
    if (qlvl > ilvl) ilvl = qlvl;
    
    if (ilvl < (99 - qlvl / 2)) alvl = ilvl - qlvl / 2;
    else alvl = 2 * ilvl - 99;
    
    if (alvl > 99) alvl = 99;
    Last edited by ThomasJohnsen; 14-07-2013 at 16:32.

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