Can we get a sensible value for "of protection" shield suffix? And have some affix roll rebalance in general?

Wanted to make a build with the newly updated Bonewall but faced once again the ugliness of magic affix values and can be silent no longer. Why does a DA roll on a weapon slot, that is usually and rightfully so more powerful than rolls on other gear, give 2-2.5x less stats than a jewelry suffix?

The values on magic prefixes and suffixes have been bothering me for a long time. They just don’t make any sense. I don’t remember any discussion about it, maybe i missed it. But:

  • Why does of readiness on jewelry rolls to 95 / 62 and on armor pieces to 58 / 39? Same for %dmg but to a lesser extent. Is it because jewelry is more powerful? But then…
  • Why does of vitality and of attributes roll to much higher values on armor pieces than on jewelry?
  • Why does aggressive and stalwart roll up to 7% on jewelry, almost to TWICE the amount on armor pieces?
  • Shield has jewelry level of %dmg roll but then 1/3 less on DA roll. If anything, it should be the other way around
  • Why OA rolls are much higher than DA rolls? Is it some kind of DA meta heritage of 10 years ago?

These are just off the top of my head. I understand FoA affix reroll will make it easier to get desirable affixes on gear. And over the years we got used to this strangest state where attribute roll on jewelry is almost always bad, but it’s good on armor, but then OA/DA roll is good on jewelry while being bad on armor.

But never, not once did it make any sense to me. I dont think having dead affixes on gear is very 2k25. Imo, having balanced values of rolls across the gear pieces won’t suddenly make looting less exciting, you’ll still have to make do with what you got on the drop, but you’ll at least be able to make use of it instead of tirelessly grind for another MI with desired rare affix but not a completely inferior magic affix on it.

Sorry if this falls off the scope of the test patch but maybe this is worth bringnig up or at least someone can enlighten me about this design.

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unsure if known or worth to mention
but certain magick prefixes aren’t just separated by armour vs jewellery class
legs/gloves/boots rolls less magick res prefix than shoulder chest
and gloves boots roll less of vitality suffix than legs chest shoulder
likewise % hp prefix rolls higher on jewellery despite vitality suffix rolling lower
etc etc examples

Yeah, resists are skewed too and %attributes and %hp as well, they are higher on jewelry despite jewelry rolling lower raw attributes and hp. It’s all just all over the place.

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Yeah, at this point nobody knows the logic behind it we just roll with it. But in general affixes are a bit of a mess in GD and same with affix biases.

On topic shield do be having some really unappealing magical affixes. Like if you didn’t roll of Ruin/of your damage type there is really not much to choose from after that. At the same time magical prefix “Durable” is super highly sought after but then if it’s not “Durable” you don’t really want a Shield with magical prefix.

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I don’t mind the affix variability. You can get insane life on armor, and insane OA on jewellery. If you prioritize those stats on those item slots, you get a more efficient character.

My problem with affixes is that exotic resistances(chaos, aether, vit) are way too low at low levels. Those prefixes don’t become worth using until about level 50.

Caster weapons should have affix bias.

at least every magick dmg suffix is covered now, so that’s something :woozy_face:

they do
it’s only neutral items that don’t have bias, like nemesis legs/shoulders or class belts etc without base dmg or base “intended use”

like that “of Runecarving/lightbringing” that gives %elemental damage? :scorv:

remember how “you” guys specifically advocated for removing multi ele dmg affix back in the day? :smile: spellweaving? etc or whatever they were called “diluting the affix pool” :scorv:

I know you are trolling and you know you are trolling and you know that I know.

But to anyone who doesn’t know “of spellweaving” was nothing like the thing I am suggesting here.

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inb4 Z does add tri ele dmg, but at monkey paw curls’ half the dmg value, and without ele dot ofc :grin:

found some old ones in storage so they can see the crazy :smile:

image

acid lightning, now there’s a double dmg build for you :ok_hand:

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They do when you craft them I guess, but otherwise they don’t.

yes they do :smile:
i don’t know why you think they don’t, they are no different than any other item

It’s basically impossible to find a chaos dagger “of the Void”, or other appropriate combinations. There’s clearly no bias.

i don’t know why you keep trying to argue that nonsense, when it’s not only pretty clear there is functioning bias ingame, but you can even easily confirm with modal’s sheet


Caster weapons 100% have bias to the base damage type they have. It’s really ironic to claim to not get “of the Void” in chaos caster weapons when that’s the most common suffix i get in chaos caster weapons.

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Load up a character, go to a vendor and mouse over the caster weapons.

those are commons, not MIs… :neutral_face:

There is no common dagger with chaos damage, so that explains that :rofl: :see_no_evil:

there is, sacrificial knife - it just disappears after lvl 20 or something, ritual blade later, (tho i’m unsure if that’s craft only like the spellblade?)

but afaik commons never had bias, nor were ever intended to have bias, and unsure if the reason was stated or i’m imagining it, but i think it was partially because bias has to be added on a per item basis,
(so since there is a heck of a lot of common caster weaps, that’s a heck of a lot of new table entries to add per dmg type and per bias pool)

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Oh yes there’s a few actually. They just don’t show if you turn on “only show highest in group” on GDtools. But none of this matters at low levels (all that matters is resists), and at higher levels you generally don’t use common items anyway. So I can totally understand they didn’t go through the effort to put biases on those.