How and when is loot generated? What does the Dwarven Merchant's Belt actually do?
#1
Posté 21 novembre 2009 - 10:01
loot drops? does that mean that merchants charge less or buy for more?
Does that mean that I get more when picking someone's pocket? What I've
been doing is wearing a belt that's good for combat and then switching
to the Dwarven Merchant's belt to pick up loot, pick pocket and buy and
sell from merchants. It is an annoying hassle and I don't really see a
difference. How is loot generated? Do I have to be wearing the belt the
first time I visit the merchant and after that the prices are fixed? Do
I have to be wearing the belt when I kill the person because loot gets
fixed on death and doesn't change afterwards? Do I have to be wearing
the belt when I first enter an area because loot to be pick pocketed is
generated Upon Entering an area and gets fixed? How and when is loot
generated? Often times reloading the game after a pickpocket or a fight
and doing it again doesn't generate different loot. Prices at merchants
seem to be fixed once you visit them and don't change after that. The
prices that merchants buy things for also seems to be fixed, yet the
percentage of the actual value that they buy things for seems to change
by item, (generally merchants seem to buy items for between 20% and 25%
of what they sell them for). Most merchants sell the same item for the
same price but a few will sell the same item for much less, like say, a
backpack or a book costing 15%-20% less at certain vendors. Does anyone
know how the system works and how to get the best loot drops and deals
from merchants? There is an Archivist Belt that increases XP gained
from new codex entries. The increase seems to be 50%, from 50 xp to 75
xp. That is a substantial difference! You would think the Merchants
belt would work similarly. I know this is a Very long question but it
could be Immensely helpful to a lot of people if it could be figured
out. Thank you!
#2
Posté 22 novembre 2009 - 12:06
#3
Posté 22 novembre 2009 - 12:41
#4
Posté 22 novembre 2009 - 05:18
I think its the merchants/devs idea of a joke....ie its a placebo with no real effect.
#5
Posté 22 novembre 2009 - 06:17
... For the merchant. xD
#6
Posté 22 novembre 2009 - 06:41
#7
Posté 22 novembre 2009 - 07:05
The memory band has an effect tag too, and look how that turned out!AstralFire wrote...
It has an effect tag. I doubt it's a placebo; it's probably just slight, like with the codex XP.
Modifié par WickedAwesome, 22 novembre 2009 - 07:06 .
#8
Posté 23 novembre 2009 - 02:48
#9
Posté 23 novembre 2009 - 04:22
Easy way to test: In Lothering, if you make 3x Spring Traps and turn them into the girl, you get 50 silver and 100xp. With the ring, you should get 101, but you don't.
#10
Posté 24 novembre 2009 - 12:01
No, there is no property on the memory band ring (I opened it up in the toolset).WickedAwesome wrote...
The memory band has an effect tag too, and look how that turned out!AstralFire wrote...
It has an effect tag. I doubt it's a placebo; it's probably just slight, like with the codex XP.
Modifié par blaalindorm, 24 novembre 2009 - 12:01 .
#11
Posté 24 novembre 2009 - 10:14
#12
Posté 24 novembre 2009 - 10:28
Dark83 wrote...
Someone opened it up with the toolset, there's no actual properties in the Memory Band, so it does nothing.
Easy way to test: In Lothering, if you make 3x Spring Traps and turn them into the girl, you get 50 silver and 100xp. With the ring, you should get 101, but you don't.
I was just doing that quest this morning (to exploit the fact you can turn it in indefinitely) and was getting 101 exp each turn in.
#13
Posté 10 décembre 2009 - 10:09
Belnorab wrote...
The Dwarven Merchant's Belt says that it "increasesmonetary gain". Does that mean more loot in
loot drops? does that mean that merchants charge less or buy for more?
Does that mean that I get more when picking someone's pocket? What I've
been doing is wearing a belt that's good for combat and then switching
to the Dwarven Merchant's belt to pick up loot, pick pocket and buy and
sell from merchants. It is an annoying hassle and I don't really see a
difference. How is loot generated? Do I have to be wearing the belt the
first time I visit the merchant and after that the prices are fixed? Do
I have to be wearing the belt when I kill the person because loot gets
fixed on death and doesn't change afterwards? Do I have to be wearing
the belt when I first enter an area because loot to be pick pocketed is
generated Upon Entering an area and gets fixed? How and when is loot
generated? Often times reloading the game after a pickpocket or a fight
and doing it again doesn't generate different loot. Prices at merchants
seem to be fixed once you visit them and don't change after that. The
prices that merchants buy things for also seems to be fixed, yet the
percentage of the actual value that they buy things for seems to change
by item, (generally merchants seem to buy items for between 20% and 25%
of what they sell them for). Most merchants sell the same item for the
same price but a few will sell the same item for much less, like say, a
backpack or a book costing 15%-20% less at certain vendors. Does anyone
know how the system works and how to get the best loot drops and deals
from merchants? There is an Archivist Belt that increases XP gained
from new codex entries. The increase seems to be 50%, from 50 xp to 75
xp. That is a substantial difference! You would think the Merchants
belt would work similarly. I know this is a Very long question but it
could be Immensely helpful to a lot of people if it could be figured
out. Thank you!
I've wondered the same thing, with a couple of pauses for breath.
None of my test show a difference. Is it the DAO equivalent of X-Ray Goggles?
#14
Posté 10 décembre 2009 - 10:15
blaalindorm wrote...No, there is no property on the memory band ring (I opened it up in the toolset).
Ha, is that so? I suspected it did nothing but have been using it on my main character anyway "just in case". Oh well.
#15
Posté 11 décembre 2009 - 12:03
I have nothing constructive to add to this thread (since I don't know the answer to the question), but I found this to be a Wicked Awesome answerWickedAwesome wrote...
Dwarven Merchant's Belt does just as it says: It increases monetary gain.
... For the merchant. xD
#16
Posté 11 décembre 2009 - 02:44
As for the question ... I did start to explore this.
I can confirm that after killing baddies, putting on the merchant's belt has NO impact on the loot.
I can confirm that wearing the belt before combat begins DOES get you better stuff. I went through the same scene 10 times, 5 with the belt, 5 without. Without the belt, I got Lesser Health Poultices almost all the time, which are worth less than nothing. With the belt, while I still got LHPs, I got a lot more regular Lyrium Potions and other stuff that was worth more in terms of selling it, and I also got more actual loot.
#17
Posté 27 décembre 2009 - 09:03
"Chibiabos" so you get more than health poultice? How about Nightmare difficulty, where the game gives you less of it anyway? And didnt the patch get rid of most of the different loot?
Has something been changed about the Belt? It seems it doesnt change anything about sales prices either!!
Which would make sense, enemies having different loot doesnt at all.
Hey its almost 1 gold it costs..
#18
Posté 27 décembre 2009 - 03:38
1) There is a 30% global chance to generate coins if the first item in the treasure list is "money".
2) If money is selected (either through the 30% global chance, or by selecting it from the list) then the "stack size" is pulled from the file.
3) This stack size is then scaled to level using this formula: ((MONEY_MULTIPLIER * Level * Level) * Stack Size)
4) After that, the amount of cash is "randomized" by 80 to 120% of value.
Also, despite what you may think, the memory band does actually work.
The item doesn't have any properties on it, but the game code for rewarding XP checks to see if you are wearing it and if you are it grants XP += XP * 0.01 (or 1% more xp)





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