What does the Dwarven Merchant Belt Do?
#26
Posté 11 décembre 2009 - 03:18
#27
Posté 11 décembre 2009 - 03:40
I'm going to hazard a guess that it just turned out to be harder than expected to implement these powers - probably because the affected mechanic has so many different causes - and so they were disabled in order to avoid inconsistent behaviour (bugs).
#28
Posté 11 décembre 2009 - 07:17
#29
Posté 11 décembre 2009 - 07:50
I think it probably works, but it's not something where you can see the results right away, so it's hard to test. Especially since there is already randomness to the amount of coin you get from corpses.
#30
Posté 11 décembre 2009 - 07:53
#31
Posté 11 décembre 2009 - 07:55
badkenbad wrote...
If the Dwarven Merchant's Belt gives a 1% monetary loot increase, then you aren't going to see it when you loot 12 coppers, are you...
I think it probably works, but it's not something where you can see the results right away, so it's hard to test. Especially since there is already randomness to the amount of coin you get from corpses.
Usually loot is measured in silvers, so there ought to be a number of extra coppers.
But that's beside the point.
If an item requires advanced statistical analysis in order to determine whether or not it is having any effect... it probably requires a rethink.
Modifié par SheffSteel, 11 décembre 2009 - 08:01 .
#32
Posté 26 février 2010 - 11:57
#33
Posté 26 février 2010 - 12:13
"Weakens nearby darkspawn."
"Interrupts spellcasting."
"Increases monetary gain."
"+ % healing received." <--- Although, the Combat Tweaks Mod does claim to have fixed this one, and I have been using this mod.
#34
Posté 26 février 2010 - 12:38
#35
Posté 26 février 2010 - 02:38
And yes, it has to be on the main character.
#36
Posté 26 février 2010 - 02:47
RangerSG wrote...
Funny, I've used the belt the last two games. And I'll say flat out that I've noticed significantly higher gold in the long run. If your "test" is once or twice, you might miss it. That's not a valid sample. But yes, it works. And yes, it increases gold taken from corpses, creatures, and chests. And nope, it's not "pitiful" in return. Seeing as it doesn't even cost a sovereign to buy, you easily get 10x or more your return on investment....if you actually bother to wear it.
And yes, it has to be on the main character.
So if it does indeed work as intended then the question becomes is the extra gold worth giving up that belt slot on your PC.
I'd guess maybe yes early on when gold is slim but perhaps not later on when there are some very useful belts to replace it with depending on class.
#37
Posté 26 février 2010 - 02:48
If you really want cash, just roll up a dwarf noble character.
#38
Posté 26 février 2010 - 05:06
I use it by keeping it on for routine fight and swapping it out when a tough one is coming up . I suppose you could switch in combat too, but I find that kind of cheesy.
#39
Posté 26 février 2010 - 11:04
wanderon wrote...
RangerSG wrote...
Funny, I've used the belt the last two games. And I'll say flat out that I've noticed significantly higher gold in the long run. If your "test" is once or twice, you might miss it. That's not a valid sample. But yes, it works. And yes, it increases gold taken from corpses, creatures, and chests. And nope, it's not "pitiful" in return. Seeing as it doesn't even cost a sovereign to buy, you easily get 10x or more your return on investment....if you actually bother to wear it.
And yes, it has to be on the main character.
So if it does indeed work as intended then the question becomes is the extra gold worth giving up that belt slot on your PC.
I'd guess maybe yes early on when gold is slim but perhaps not later on when there are some very useful belts to replace it with depending on class.
Agreed, but honestly, there's not a whole lot of great belts in game. So if you switch from that to the archivist's belt, you do well until you can afford one of the best belts (most of which are really only useful for tanks or mages, 1 or 2 for rogues...but rogues may find better things to spend money on...like a certain dagger).
#40
Posté 09 septembre 2010 - 05:12
In any case, I ran a trial of 10 kills of the same monster with and 10 without. The amount dropped was all over the map, so if you were looking for a 5% (or 1%!) advantage, you'd have to do hundreds of runs on the same monster and average them out to see it.
In other words, the amount dropped is not fixed but random (and only on about 3 per 10 kills, for that matter), and that random range is huge, far, far larger than the bonus from the belt. So a kill with and without will not tell you anything, even if both happen to drop cash. It's easy to demonstrate, though, that you need to have it on at the kill (or load/spot of the monster) and not just when looting because the amount is already set before that point.
I did notice once in awhile the monster dropped 2 items (not cash) instead of 1 (or zero, the most frequent.) Perhaps this "critical drop" chance has a money parallel and the belt increases that chance? You'd thus see 2x the money one out of 100 times (or 1 out of 20), rather than a 1% or 5% per drop advantage. Again, you may have to do dozens or hundreds of trials to see a statistical advantage of this.
ETA: It just occurred to me a playa could put this to their advantage, if that's how it works, by save/kill/retry, repeating and only moving forward in the game when the drops were 2x. This would also work for items (quality as well as quantity, see the occasional 2-item "critical drop" drops mentioned above.
Eh, I long for the days of buying two master thief potions in Baldur's Gate, quaffing them, then stealing and re-selling expensive items to the vendor over and over.
Modifié par Nug Pie, 09 septembre 2010 - 05:23 .





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