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Riven mod limit should be romoved


MollAgdeduba
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2 hours ago, Sovyul said:

 

Enlighten us then

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All Mk3 Zetki cryophon will always have the same stats, with the only variable in stat being the fire rate. some have 30%, some have 60%, some have some odd value like 45.9%. There's only 1 variable stat to store in a database regarding this type of weapon.

 

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A riven mod like this Grakata Lexi-Acrimag has many variables to store. This example has 4 stats, each with their own number as well as the attributes themselves which are varied; this one has recoil reduction, punch through, critical damage and status duration all of which could be have been a different effect such as damage, faction specific boost, reload speed, magazine size, etc. There's also a variable where the riven mod itself has a mastery requirement on generation and the number of rerolls is also a changing value that has to be stored since the number of rolls dictates both it's kuva reroll cost as well as it's endo value (this one is worth 8,960 endo if dissolved).

And yes, the endo values change. This euphona riven for example has 251 rerolls:

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it's worth 56k endo on it's own.

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Which is a stat the game has to track since it's constantly growing. 

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5 hours ago, rapt0rman said:

The riven mod limit is due to the technical limitation of storing the data for everyone's rivens. It isn't likely to go away any time soon.

 

4 hours ago, Marine027 said:

That excuse is such a lie honestly by now, seeing how they are limtied but RNG parts on Railjack are ok for every player on top of stored with there own Eailjack and Avioniks?

Standard Mods and Avionics are both easy. It's an array. Maybe a 2D array.

Let's look at a simple example. Vitality, Redirection, and Steel Fiber. That's an array three values long. I own about a thousand unranked mods, and one rank8 and one rank10 of each. So the array would look like...

  1. 1023, 0, 0, 0, 0, 1, 0, 1
  2. 1035, 0, 0, 0, 0, 1, 0, 1
  3. 997, 0, 0, 0, 0, 1, 0, 1

Avionics work the exact same way. The only difference is that "Vitality" isn't one mod but three different mods

Riven mods and randomized Railjack parts are significantly harder, but feasible to expand a little bit. You still have an array, 121 inputs long for Rivens and about 45 long for Railjack (since it gives you buffer spaces to go over the official limit), but each input has to store:

  • The weapon
  • Four stat types such as "positive crit chance" or "negative damage" (though up to two stats may be Null)
  • Four RNG coefficients, one for each stat
  • The number of rerolls
  • Multiple pointers to a server-controlled disposition lookup table
  • And might be forgetting something too
Edited by TARINunit9
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