'Orb of Chance' Suggestion: On Failure, generate a magic/rare/corrupted item

Suggested Change:
I propose enhancing the Orb of Chance by adding a failure roll mechanic.
If the orb fails to create a unique item, the game performs an internal roll (1–100) to determine a consolation outcome, ensuring players get something valuable or interesting instead of just losing the item.

On success, the orb still creates a unique item of the same base type, unchanged from the current mechanic.

Failure Roll Outcomes:
The table below outlines the proposed outcomes for the internal roll when the Orb of Chance fails to create a unique item:
Roll Range

Outcome


Notes:
* The roll is a random 1–100 check, similar to how unique success rates are determined.
* Mods scale with the item’s level (ilvl) to ensure relevance (e.g., higher ilvl items roll higher-tier mods).
* Corrupted rare items (90–100) follow standard Vaal Orb corruption rules (e.g., adding unique mods, implicits, or socket changes).
For Corrupted rare items where it adds a socket, maybe have a thing where it produces the maximum number of sockets instead of just adding one.
แก้ไขล่าสุดโดย Helios#8298 เมื่อ 28 พ.ค. 2025 19:28:32
ขุดครั้งสุดท้าย เมื่อ 28 พ.ค. 2025 19:11:46

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