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 min/max mod values on items 
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Joined: Wed Jun 27, 2012 5:37 am
Posts: 8
Post min/max mod values on items
hey there,

I'm absolutely amazed by the amount of information you have on this site.
thanks for putting it up.

however, i'm a little confused about how to interpret it.

for instance, i'm looking at boots.

Quote:
Affix Groups from: Armor
Intelligence_Item (+12-100)

Affix Groups from: Boots
Intelligence_Item (+1-65)


Now looking at it in the way of addition, theoretically I have a maximum of 165 int.

However, doing a quick search on the auction house I easily get more than 5 pages of boots with +165 int.

Is there some extra calculation required to determine the "max" int roll possible on a pair of boots?


Wed Jun 27, 2012 5:59 am
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Joined: Tue Aug 16, 2011 12:49 am
Posts: 229
Post Re: min/max mod values on items
twig wrote:
Now looking at it in the way of addition, theoretically I have a maximum of 165 int.

However, doing a quick search on the auction house I easily get more than 5 pages of boots with +165 int.

Is there some extra calculation required to determine the "max" int roll possible on a pair of boots?

You also need to take into account affixes like Int/Dex, Int/Str, and Int/Vit. Since those affixes are in different affix groups, you could potentially get boots with a pure Int mod, and 3 Int/combo mods.

However, an item may only have a single affix from a given group, so you can not get +50 Int and +90 Int from two different affixes since they would be in the same group.


Wed Jun 27, 2012 10:44 am
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Joined: Wed Jun 27, 2012 5:37 am
Posts: 8
Post Re: min/max mod values on items
Thanks for that prompt reply!

Hmm, this is sounding more and more complicated each time I look at it lol

I see that there's subclassing applied to the items.
Does that mean the lowest subclass has first dibs on the modifier min/max?

ie. Weapons already has dex modifiers, then Crossbows has their own.
If the one on Crossbows has a higher dex limit, then we only consider the dex on Crossbows and ignore the one on weapons?


Wed Jun 27, 2012 8:26 pm
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Joined: Tue Aug 16, 2011 12:49 am
Posts: 229
Post Re: min/max mod values on items
twig wrote:
ie. Weapons already has dex modifiers, then Crossbows has their own.
If the one on Crossbows has a higher dex limit, then we only consider the dex on Crossbows and ignore the one on weapons?

Correct.


Thu Jun 28, 2012 10:45 am
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Joined: Wed Jun 27, 2012 5:37 am
Posts: 8
Post Re: min/max mod values on items
I'm trying to programatically calculate the max stats for each item.

For example the DH cloak: http://d3inferno.com/items/Cloak.html

To calculate potential max dex...

  • 1-65 from Cloak mods (this overrides the inherent 12-100 dex on normal Armour items)
  • 170-200 from Dex 16 (Affix group Dex)
  • 45-150 from StrDex or DexInt or DexVit (Affix group Stats)

It'd be a total of 65 + 200 + 150?

I'm still a bit unsure about where the Stats affix group sits in the priority of things though.


Thu Jun 28, 2012 11:59 pm
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Joined: Tue Aug 16, 2011 12:49 am
Posts: 229
Post Re: min/max mod values on items
I took a look at the detailed AffixList.gam file to try to figure out the possible Cloak Dex values. Cloaks can have between Dex 1 Secondary and Dex 11 Secondary (max of 65 Dex). However, Armors can have Dex 12 Secondary through Dex 16 Secondary (max of 100 Dex).

So something is a little weird in the way the data is in the MPQ. Also keep in mind that this is client data and items are generated on the server and can have their own rules.

The other thing you need to know when calculating max values is that you cannot get two Affixes on an item that are in the same Affix group. For example, "Dex" and "Dex Secondary" are in the same group. This doesn't matter for Cloaks since they can't roll from the "Dex" affixes, but it does matter for other items.

Also, each of the combo mods (e.g., Dex/Str) have their own group, so you could potentially get an item with Dex, Dex/Str, Dex/Int, and Dex/Vit which would give you a crapload of Dex.


Fri Jun 29, 2012 5:49 pm
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Joined: Wed Jun 27, 2012 5:37 am
Posts: 8
Post Re: min/max mod values on items
Damn, I was hoping to avoid having to recreate the item hierarchy just to (programatically) calculate the max stats for an item.

Thanks so much for explaining these few things to me, it's been very helpful to say least.

I'm gonna fire up the AH and do some stat comparisons.

I'll post what I find and see if we can unravel this.


Sat Jun 30, 2012 11:41 am
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Joined: Wed Jun 27, 2012 5:37 am
Posts: 8
Post Re: min/max mod values on items
The AH testing got boring real quick, with no real steady answers.
Reason being that perfectly rolled items aren't on the AH.
It'll give answers like "max dex is 347" but never a perfect roll of 350.

Limiting the possibilities by affix groups really help!
Just picking the max value from the affix groups and summing them pretty much gives the value I need.
Thanks!


Sat Jun 30, 2012 12:26 pm
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Joined: Wed Jun 27, 2012 5:37 am
Posts: 8
Post Re: min/max mod values on items
Hmm, is increased attack speed done differently on quivers?


Sat Jun 30, 2012 12:52 pm
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Joined: Tue Aug 16, 2011 12:49 am
Posts: 229
Post Re: min/max mod values on items
twig wrote:
Hmm, is increased attack speed done differently on quivers?

Yes, some items have fixed Affixes that are stored on the item itself. Those items are Quivers (IAS), Wizard and WD Off Hands (the damage modifier) and Shields (Block % and Block Amount).


Sat Jun 30, 2012 9:58 pm
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