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| 1 | +### General changes for all presets: |
| 2 | +QOL: |
| 3 | +- show item level in title; |
| 4 | +- increase tome scroll size to 60; |
| 5 | +- compacted potion like !MP5 for mana potion where (!) is blue; |
| 6 | +- starting Horadric cube; |
| 7 | +- starting tome of ID; |
| 8 | +- starting mana pots instead of health; |
| 9 | + |
| 10 | +Drops: |
| 11 | +- 20x increase of Uniques; |
| 12 | +- 10x increase of sets; |
| 13 | +- 4x more items from pack bosses, 2x more from champions; |
| 14 | +- almost no gold and junk (keys/bolts/rancid/etc) drops; |
| 15 | + |
| 16 | +Density: |
| 17 | +- Boss packs have same frequency on normal and nightmare as on hell difficulty. Basically to have items in Normal faster. |
| 18 | + |
| 19 | + |
| 20 | +### Preset 'friendly_chaos': |
| 21 | +Recommended characters: zeal paladin, barbarian, spear zon. With casters it will be too easy. |
| 22 | + |
| 23 | +Item rando: |
| 24 | +- relatively unbalanced affix level difference (up to 20 levels); |
| 25 | +- random affixes are 50% chance to fit in the item (like have weapon-like affix on weapon). Example - having Enchance Damage not on weapon. |
| 26 | +- 100% original properties of item are kept; |
| 27 | +- unique/magic/rare items have 300% of affixes (100% original + 200% randomized); |
| 28 | +- set items have 1000% affixes (so almost always max amount); |
| 29 | +- magic and rare items randomized too, as well as gems; |
| 30 | +- have 2 different incompatible sets. You will have 'Sigons Steel' and 'Sigons Steel 2' sets. |
| 31 | + |
| 32 | +Monster rando: |
| 33 | +- you will have up to 5 different types in one area (not 3 as in base game) |
| 34 | +- overall monster pool is 25 monster types. Got unlucky with Oblivion + dolls + Horadrims in Cold plains normal? reroll! (blood moor is unaffected just to start) |
| 35 | +Note: bosses unaffected, Ancients unaffected, also fixed spawns are the same (shaman packs and catapults). |
| 36 | +Note: monsters in normal scaled accordingly, so you won't get oneshot by level 30 monster; still can be challenging in rare occasions. |
| 37 | + |
| 38 | +Monster stats: |
| 39 | +- 300% base HP and 300% base XP (similar to Players5 experience but without dmg/defence boost). If you use P8 in game it will give you something like P24 with 1350% HP. |
| 40 | + |
| 41 | +Item power tuning: |
| 42 | +note: item power is basically multiplying affix rolls to percent with some exceptions (for +all skills it multiply for lower value for example, so 500% power will give just 200% increase) |
| 43 | +- All items will always have perfect (max) rolls; |
| 44 | +- Unique items will have additional item power, raizing crazy high for high levels |
| 45 | +- Gems/runes will have 500% item power. (In rando you usually don't value much white socketed items) |
| 46 | + |
| 47 | +Challenge: |
| 48 | +- Nightmare resitance penalty -100% instead of -40% |
| 49 | +- Hell resitance penalty -250% instead of -100% |
| 50 | +It is very easy to overstack resistances with those settings, like have +400 all res, so don't be afraid. Also you probably get +ton of Life too. |
| 51 | + |
| 52 | +### Preset 'magic_rando' |
| 53 | +Recomended characters: elemental bowazon, bone necro, fire druid, fire/lightning (not nova) sorc, choose class with magic damage but not blizzard (it still OP every time) |
| 54 | + |
| 55 | +Item rando: |
| 56 | +- relatively balanced affix level difference (up to 8 levels); |
| 57 | +- random affixes are 75% chance to fit in the item; |
| 58 | +- All items will have 50% of original properties (so one time you get SoJ +1 skill, other time not); |
| 59 | +- Uniques and sets have 150% of original property count (50% kept original, 100% extra is randomized. if item have 4 properties, 2 of 4 will be kept, 4 extra added). |
| 60 | +- have 2 different incompatible sets |
| 61 | +- gems, rare and magic items are unchanged |
| 62 | + |
| 63 | +Monster rando: |
| 64 | +- monster spawns in areas are original; |
| 65 | +- mosnters have random resistances (magic and phys res are considered more rare); |
| 66 | +- monsters will have same resistances in normal and nightmare as in Hell (so basically all monster is immune to something). |
| 67 | +Keep in mind - many monsters have 'secondary' high resistance - and that is randomized too. So Zombie is immune to cold and hires to phys; it can be changed to fire+cold. |
| 68 | + |
| 69 | +Skill rando: |
| 70 | +- Many skills with elemental damage will do different type of damage (unfortunately I have no luck with 'explosion' skills, like fireball or explosive arrow. so for Amazon it's like only 3 skills randomized, Exploding/Freezing arrow are the same); |
| 71 | + |
| 72 | +Monster stats: |
| 73 | +- 300% base HP and 200% base XP. (hp like p5 and xp gain like p3). |
| 74 | + |
| 75 | +Item power tuning: |
| 76 | +- No extra tuning; |
| 77 | + |
| 78 | +Challenge: |
| 79 | +- Disabled, res are normal; |
| 80 | + |
| 81 | +### Preset 'oh_no' |
| 82 | +Recomended characters: some op builds like trapsin, hammerdin, blizzard sorc etc. |
| 83 | +You have only 1 stat point on level up! |
| 84 | + |
| 85 | +Item rando: |
| 86 | +- relatively balanced affix level difference (up to 8 levels); |
| 87 | +- random affixes are 80% chance to fit in the item; |
| 88 | +- All items will have 0% of original properties; |
| 89 | +- Uniques and sets have 100% of original property count - you have same amount of affixes but they all differ from original; |
| 90 | +- have 2 different incompatible sets |
| 91 | +- gems, rare and magic items are unchanged |
| 92 | + |
| 93 | +Monster rando: |
| 94 | +- you will have up to 5 different types in one area |
| 95 | +- overall monster pool is 25 monster types; |
| 96 | +- monsters will have same resistances in normal and nightmare as in Hell and they randomized; |
| 97 | + |
| 98 | +Skill rando: |
| 99 | +- Disabled; |
| 100 | + |
| 101 | +Monster stats: |
| 102 | +- 200% base HP |
| 103 | +- 100% base XP |
| 104 | +- 150% base damage (so they hit like on P8) |
| 105 | +- double normal density (for regular spawns, packs kept same as basic preset) |
| 106 | +- monster will have 90% max resistance, so no immunities for normal monsters. |
| 107 | +However that means, that any monster can have all enchantements on boss; and that can give very high res overall. |
| 108 | +Example: skelly with poison + lightning immunity become 90% lightning and 90% poison. boss having magic+cold enchantement gives cold immunity. |
| 109 | +Practically this monster is immune to 3 damage types without extra pierce. |
| 110 | +And yes, only way to figure high res after randomization is by attacking them. |
| 111 | + |
| 112 | +Challenge: |
| 113 | +- Nightmare resitance penalty -80% instead of -40% |
| 114 | +- Hell resitance penalty -200% instead of -100% |
| 115 | +- (!!!!) Only 1 stat point per level (and you better to put it in Strength) |
| 116 | +- Maximum 5 hard points per skill |
| 117 | + |
| 118 | +Requirements: |
| 119 | +- 60% of basic strength requirement for items. (with 1 stat point is hard to equip items in first place) |
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