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What stats can be found on what items?
06-05-2012, 11:16 AM (This post was last modified: 06-05-2012 11:18 AM by Freehugs.)
Post: #1
What stats can be found on what items?
Has anyone found a list of the max stats that can be found in each item slot? I started browsing the AH this morning to see but it's very time consuming. If no such list exists I'll start building one, but slowly...
Edit: Nevermind I found this:
http://d3inferno.com/items/Items.html

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06-05-2012, 09:46 PM
Post: #2
RE: What stats can be found on what items?
(06-05-2012 11:16 AM)Freehugs Wrote:  Edit: Nevermind I found this:
http://d3inferno.com/items/Items.html

Great site! Interesting to see some of these max values. Some of them..just wow. 100% Life increase??? Wow...
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06-06-2012, 12:37 PM
Post: #3
RE: What stats can be found on what items?
Yeah I'm not sure all these mods are available in game though. For example it has All Resists up to 70, but if you search the Auction House you'll never find any item over 40. There's lots of examples like that. I suspect these modifiers exist in code but aren't available on any items.

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06-06-2012, 09:17 PM
Post: #4
RE: What stats can be found on what items?
I have +70 all resist gear. It might not be a bad idea to have a thread for monk (or other class) items for sale. Rolfson had a nice piece last night with +dext,+stam,+resist he put on the AH. Perfect for a monk.

Back on topic...I'd love to find out or read how the items are created and if there is a point pool to distribute form or if every attribute on the item could potentially be maxed out.
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06-07-2012, 05:01 PM
Post: #5
RE: What stats can be found on what items?
In Diablo 2 is was the second: every stat is simply randomized, so you could get perfect items. I suspect it's the same here.

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06-08-2012, 01:30 AM
Post: #6
RE: What stats can be found on what items?
Their latest blog talked about itemlevel, though, and that itemlevel directly affected an item's budget (here). There's three possible ways this could have been implemented:
  • The itemlevel could provide a pool of "statpoint" (or perhaps a range, which is then randomly rolled). The system would roll which stats are on the item, then how much of it there are, one at a time, deducting the result (multiplied by that stat's weight factor) from the total pool. When the system rolls a result that would cost more points than remain, it either skips that stat entirely, or simply maximizes that stat within the confines of the pool. DPS/armor may be included in this.
  • The itemlevel directly determines the range of available values for all available stats, with a hard minimum and maximum for each stat designated by an itemlevel-index table. The system rolls for how many stats will be present (within a given range from the table), then which stats are present, then rolls their magnitude within the range given by the table. DPS and Armor almost certainly run on this system. An alternative is that each itemlevel has a minimum value given, and a spread value given. The minimum to maximum range is given by minimum to minimum+spread, with the random value rolled being a proportion of the spread value, then add to the minimum.
  • A probability curve. This would take a far more refined equation, but would give much better results (specifically, it would make extremely weak and extremely strong items much rarer than moderate items). If each stat had a non-symmetrical probability curve defined for their range, with the variable controlling the curve given in an item-level indexed table (or simply directly calculated off the itemlevel), it would be possible to get, for example, a level 10 item with +70% Gold Find (the maximum value) on it. It would, however, be exceptionally rare to the point of non-existence. This would go the other way, too: it would be possible to get a level 63 item with only 2% Magic Find on it, but it would also be rare (though perhaps not quite as rare as the 70% gold find level 10 item).

It's also possible that it's a combination of these, for different stats. I strongly suspect that at least armor and DPS are calculated via the 2nd option. I wouldn't be surprised if all the other stats are calculated in a similar manner as well, but I wouldn't put it past Blizz to do some probability curve sculpting on the system. The first one is reasonable, but unlikely in the face of the complete lack of level 20-30 items with a single ridiculously high rolled stat.

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06-08-2012, 03:29 AM
Post: #7
RE: What stats can be found on what items?
Hmm, apparently the second one is correct at least in part. I've still got no evidence one way or the other for whether they use probability curve shaping, but they do use a range of stats for any given item level. This page lists all of the possible stats that can be on items, and clicking on any of them will show what items can have that stat, what the minimum and maximum value is for each type of item, and a list of the level bracket versions of that stat, which can be clicked on to find their individual minima and maxima. For example, the level 1 version of life steal has a range of 1.00% to 1.20%, while the level 14 version has a range of 1.30% to 1.50%.

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