Hello TorchModders!
I've been trying to get variable affix rolls on my Unique items and it doesn't seem to work properly for some effects. For example, rolling attributes like Dexterity works reasonably fine as long as I don't use No Graph but other effects like Critical Hit Damage don't seem to work. If I set the min/max range from say 30-50% it ends up picking some seemingly random value like 43% that rolls that way every time the item spawns. Is there something silly I'm missing here? I initially thought Critical Hit Damage maybe scaled with a function similar to main attributes but it doesn't seem to be based on what the Effects viewer shows. I've also tried fiddling with other variables like No Graph to see if that had any impact but that didn't do anything.
Also, do some Skills not work with the Chance to Cast effect? I've been trying to get the Embermage's Shocking Orb skill to proc as an affix on a Unique item and it doesn't seem to work. I also tried Eviscerate which didn't seem to work either but specific Skills like WC_Thunderstorm and WC_Eviscerate seem to work just fine.
Wayback was the one who figured out this issue with his
Item Affix Expansion Mod, I would suggest you download his mod and take a look at it, it is very informative.
He created a graph that allows the affix to become truly variable. It is a Percent graph. If you have this graph in your mod and add "Percent" in the graph override section of the affix, it will behave the way you want it too. I attached the graph, see at the bottom of the post.
Another way to go about this is to use the "Linear_Graph". This one behaves differently than the "Percent". It will allow the affix to be variable like the Percent graph, but it will also scale the affix to the item level. So instead of adding Tiers for the affix, one affix could be made for all item levels and it will scale with item level. This is a vanilla graph, so you don't need a file for this one to work.
The way it scales is very linear. A level 50 item will spawn what ever you have set on the affix value at 50%. So if you set an affix value of 100% poison resist, it would spawn at 100% on a level 100 item, 50% of that value on a level 50 item, 25% on a level 25 item etc.
Balancing is probably a bit easier with this one, just set the affix value to what you want it to be for a level 100 item and it scales from there. This works fine as long as you don't go above item level 100ish. Once you go higher like with my LAO III mod, vanilla or percent graph affixes work better and are more balanced.
Just a note about health, armor and mana bonuses, they act funny with both graphs overrides. It might be easier to stick with the vanilla type settings with them. But they will work, with the graphs, just don't expect the values that will have to be set to make any sense. There are a probably a few more that act funny with those graphs but can't remember what ones they are.
I haven't been able to wrap my head around procs yet, but I do know they require a skill to function. Waybacks Item Affix Mod adds new procs, so you can take a look at how he did it. They require a affix to point to a skill.... the skill will need to point back to another affix to apply damage, so the naming and what the specific affix is doing can be confusing.
Hope this helps