Page 1 of 1

Item Rarity Tiers

Posted: Sat Nov 20, 2021 1:24 am
by Flashlight237
Okay, so this plays on the classic color-coded tiering system brought on by Diablo and WoW, but this should help players get more bang for their buck with dropped items. Each tier of item would have a slightly stronger base power, which would get multiplied over by Sharpening and Hardening Stones. Pretty much like this.:

Common Crazy Hammer: 52 Power
Uncommon Crazy Hammer: 57 Power (1.1x base power)
Rare Crazy Hammer: 62 Power (1.2x base power)
Epic Crazy Hammer: 69 Power (1.333333333333x base power)
Legendary Crazy Hammer: 78 power (1.5x base power)

Now let's sharpen these guys two stages.:

Common S2 Crazy Hammer: 62 Power
Uncommon S2 Crazy Hammer: 68 Power
Rare S2 Crazy Hammer: 74 Power
Epic S2 Crazy Hammer: 83 Power
Legendary S2 Crazy Hammer: 94 Power

Now, let's do armors...

Common Paladin Helmet: 61 Defense, 9 Strength, 1 Magic
Uncommon Paladin Helmet: 67 Defense, 10 Strength, 1 Magic
Rare Paladin Helmet: 73 Defense, 11 Strength, 1 Magic
Epic Paladin Helmet: 81 Defense, 12 Strength, 1 Magic
Legendary Paladin Helmet: 92 Defense, 14 Strength, 2 Magic

Now with two stages of hardening...

Common H2 Paladin Helmet: 73 Defense, 9 Strength, 1 Magic
Uncommon H2 Paladin Helmet: 80 Defense, 10 Strength, 1 Magic
Rare H2 Paladin Helmet: 88 Defense, 11 Strength, 1 Magic
Epic H2 Paladin Helmet: 97 Defense, 12 Strength, 1 Magic
Legendary H2 Paladin Helmet: 110 Defense, 14 Strength, 2 Magic

However, all the rarity tiers other than Common will be exclusive to item drops. As for how often an item of each tier would drop, I think this would depend on where each mob stands in the game. This goes as follows...

Beginner Mobs: Squisher, Fanged Squisher, Petunia, Spiked Squisher, Shagdaw, Hellshag
Pre-Ooze Horror Mobs: Ground Spitter, Crab, Armed Dillo, Dumtilian, Agent, Ooze
Pre-Alion Mobs: Rafflesia, Logon, Grunt, Stalagmite, Batling
Pre-Moonchyllus Mobs (oh, and Alex exists): Puff Monster, Great Frog, Leafling, Night Stalker, Mandrake, Tesla Crawler, Claystone, Fernip, Policeman
Mid-Moonchyllus Mobs (mobs findable before and after Moonchyllus and Alex): Scorpee, Auroch Beetle, Shellshocker
Post-Moonchyllus Mobs: Steel Block, Gal Roach, Sentry, Znake, Dome Shroom, Shroom Warrior

Now, about them rarity tiers.:

Beginner Mobs: 90% Common, 10% Uncommon
Pre-Ooze Horror Mobs: 85% Common, 10% Uncommon, 5% Rare
Pre-Alion Mobs: 75% Common, 15% Uncommon, 10% Rare
Pre-Moonchyllus Mobs (oh, and Alex exists): 60% Common, 25% Uncommon, 10% Rare, 5% Epic
Mid-Moonchyllus Mobs (mobs findable before and after Moonchyllus and Alex): 55% Common, 25% Uncommon, 13% Rare, 5% Epic, 2% Legendary
Post-Moonchyllus Mobs: 40% Common, 30% Uncommon, 15% Rare, 10% Epic, 5% Legendary

While clunky in nature, it's about the best way I can make each of the item drops in the game seem more rewarding. Mhmm.

Re: Item Rarity Tiers

Posted: Sat Nov 20, 2021 2:27 am
by JoMan2
did i just predict your suggestion?

Re: Item Rarity Tiers

Posted: Sat Nov 20, 2021 4:31 pm
by TheWood
Support