You can run the project from here:
http://rankings.byethost33.com/reborn.php
Or you can load it (copy the source to an .html file) yourself:
https://pastebin.com/2XM0E4K0
The announced D4 paragon in recent blog post deserves to be expanded by the community with a procedural version so that the mechanic reaches a bigger audience of players and opinions. This would be easily done if enough people join the project in this thread and help.
Here are the roles one can sign-up for if one has the knowledge (required only for #1) and desire for this. To do so simply write the role(s) you want and start contributing in this thread.
#1 :: Web programmer (html, javascript, databases)
- Creating a procedural algorithm for paragon boards’ generation and distribution of nodes/tiles, their types and values based on rules determined by the system engineers and published in the respective section of this post
- Making the paragon board intractable with the player choosing his way through it
- Creating a character sheet for total accumulated stats from paragon
- Adding the ability up to 10 boards to be attached to one another and rotated before being attached
- Making an option for player’s account that can store different characters and thousands of paragon boards per character
- Adding the ability the player to switch his acquired paragon boards observing the changes in his character sheet stats
#2 :: Data reporter
- Inspecting published Diablo 4 materials (blogs, videos, screenshots) for character stats and class skills, organizing and submitting these
- Submitting stats/skills missing in Diablo 4, but present in other series of the game
- Submitting stats missing in Diablo 4, but present in other popular aRPGs
#3 :: Designer
- Creating new stats
- Creating new skills
- Creating rare and legendary tiles for the paragon board
#4 :: System engineer
- Approving the stats and skills to be used in the database
- Assigning roll ranges and drop/appear chances for the variables
- Discussing with other system engineers the paragon boards generation rules
#5 :: Tester
- Playing with the boards and providing feedback
- Submitting bugs
I will update the below sections of this post with the information that is ready to be entered in a database.
Paragon board generation rules
Size: 21 x 21 (441 total nodes/tiles)
Active/selectable tiles: 300 (minimum) ~ 330 (maximum)
Minimum selectable tiles per quarter (10 x 10): 60
Gates: 4
Gates position: fixed
Magic tiles: 2
Magic tiles position: random
Rare tiles: 4
Rare tiles position: random
Legendary tiles: 1
Legendary tiles position: fixed
Sockets: 1
Socket/glyph radius: 3
Sockets position: random
Minimum distance between gate/magic/rare/legendary/socket: 4
Player related rules
Maximum characters per account: 100
Maximum boards stored per character: 1000
Ability to delete characters: yes
Ability to delete unused/stored boards: yes
Connected boards reflected in character sheet: 10
Maximum points to spend in connected boards: 600
Stats
Normal/common tiles | Roll range | Roll chance | Appear % | Cap # |
---|---|---|---|---|
Strength | 1, 2, 3 | 50, 30, 20 | 5 | 20 |
Dexterity | 1, 2, 3 | 50, 30, 20 | 5 | 20 |
Intelligence | 1, 2, 3 | 50, 30, 20 | 5 | 20 |
Willpower | 1, 2, 3 | 50, 30, 20 | 5 | 20 |
Life | 1 - 10 | random | 4 | 20 |
Resource | 1 - 5 | random | 4 | 20 |
Life Regeneration | 0.1% - 1% | random | 4 | 20 |
Resource Regeneration | 1% - 2% | random | 4 | 20 |
Attack Speed | 0.5% - 1% | random | 3 | 5 |
Movement Speed | 0.1% - 1% | random | 3 | 5 |
Recovery Speed | 0.5% - 1% | random | 3 | 5 |
Cooldown Reduction | 0.1% - 1% | random | 3 | 5 |
Fire Resistance | 0.5% - 1% | random | 3 | 10 |
Cold Resistance | 0.5% - 1% | random | 3 | 10 |
Lightning Resistance | 0.5% - 1% | random | 3 | 10 |
Poison Resistance | 0.5% - 1% | random | 3 | 10 |
Physical Damage Reduction | 0.1% - 0.5% | random | 3 | 10 |
Spell Damage Reduction | 0.1% - 0.5% | random | 3 | 10 |
Elite Damage Reduction | 0.1% - 0.5% | random | 3 | 10 |
Critical Damage Reduction | 0.1% - 0.5% | random | 3 | 10 |
Physical Damage | 0.1% - 0.5% | random | 2 | 10 |
Spell Damage | 0.1% - 0.5% | random | 2 | 10 |
Elite Damage | 0.1% - 0.5% | random | 2 | 10 |
Critical Strike Damage | 0.1% - 0.5% | random | 2 | 10 |
Damage to Near Targets | 0.5% - 1% | random | 2 | 10 |
Damage to Distant Targets | 0.5% - 1% | random | 2 | 10 |
Damage to Isolated Targets | 0.5% - 1% | random | 2 | 10 |
Damage to Grouped Targets | 0.5% - 1% | random | 2 | 10 |
Damage to Stunned Targets | 0.5% - 1% | random | 2 | 10 |
Damage to Immobilized Targets | 0.5% - 1% | random | 2 | 10 |
Damage to Slowed Targets | 0.5% - 1% | random | 2 | 10 |
Damage to Bleeding Targets | 0.5% - 1% | random | 2 | 10 |
Chance to Stun | 0.1% - 0.5% | random | 1 | 5 |
Chance to Immobilize | 0.1% - 0.5% | random | 1 | 5 |
Chance to Slow | 0.1% - 0.5% | random | 1 | 5 |
Chance to inflict Bleed | 0.1% - 0.5% | random | 1 | 5 |
Magic tiles
These are rolling with +1 Rank to Skills (random class skill).
Rare tiles
These are conditional stat enhancers (just like in the blog post).
Legendary tiles
These are potent skill enhancers (way weaker than in the blog post).
This is enough paper/theoretical data for an initial online version of procedural paragon boards to be created. From there on the testing will determine the exact tile values and board generation rules.