Showing posts with label normal items. Show all posts
Showing posts with label normal items. Show all posts
Monday, April 30, 2012
DS2 Enchanting
An interesting idea...if it hadn't already been used by Diablo 2.
If I were to sit here and point out similarities with the Diablo series, we'd be here all night. Regardless, it's a fun aspect of the game and it allows you to make some interesting pieces of armour and weaponry. Yet, you always want to go for those legendary pieces for the maximum amount of slots available, which means that anything less is practically useless. I also tend to want to try and BREAK enchanting rather than create kick-ass items.
Started out innocent enough, trying to create pieces of armour and weapons useful for my characters. The two 35% physical damage reflectors got me wondering how far I could go with some of the enchantments. After all, this was 70% physical damage reflection...so what if I could achieve 100%? So far, I don't believe it is possible. I haven't finished the game on champion yet, so I technically could find an item that could work. The only problem is the reagents appear to be getting BIGGER. Since I only have a 16 square (4x4) space to work with, playing tetris with reagents becomes difficult.
Yet...I manage to pull off stuff like this:
With 8 15% chances to find magic items (120%), I am more than guaranteed to find magic items. Excessive, but I felt it needed to be done. I also wonder if percentages over 100 mean you find more unique and rare items. I should look it up (or if someone knows please comment and tell me!) and see if I can break it more. Considering my human character has a base chance of 10% for finding magic items...that's 130%, not including what other characters have. I also wonder if the magic item drops are for the whole party or just the character that kills them. Considering I haven't seen a "normal" item in quite some time, that tells me it may just be party-based. That said, enchantable items technically count as "normal" items so...
I also tried this:
I wondered what would happen if the combined reagents raised the minimum damage above the maximum damage on an item. Turns out the overall damage is increased. Down side is that no additional benefits can be added to the weapon (unless the damage range is fairly narrow to begin with, which would be another interesting experiment).
I am sure there are tons of ways to exploit this feature in the game...more than my limited creative capacity can imagine. I'll see if I can come up with anything else. In the meantime, I'd love to hear about other combinations and exploits, so feel free to share here or on YouTube. Meanwhile...some other items I've created...including one that Vix is currently using:
Doing another recording session tomorrow.
Labels:
armour,
break,
Dungeon Siege 2,
enchantable,
exploit,
items,
magic items,
normal items,
reagents,
weapon,
Wynter
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