1.7 Tree based rare+ gen
Changes how rare+ enemies are generated to be based off trees instead of scattered talents. This serves two main purposes:
- Fix an issue where the third and fourth talents in trees are extremely rarely taken (by rough simulations by Shibari, about 3% of the time for 3rd and 2% for 4th in High Peak).
- Make randbosses feel slightly more coherent and easier to evaluate at a glance.
The tree system works by assigning major and minor trees, with major trees seeing randbosses taking 3 to 4 talents and minor trees only 1 to 2 with reduced point investment. Biasing based on whether a tree starts locked or unlocked for a class and by whether a tree is generic or class is currently not implemented, but could be desirable. (Previous randboss generation did not bias by these factors either.)
Current tuning for balance is based around randboss level and is as follows:
- Rares:
- Major trees: first between 8-10, second between 25-35, third between 50-70
- Minor trees: two by base, third around 12-30, fourth around 40-80
- Unique randboss:
- Major trees: one by base, second around 20-40, third around 50-90
- Minor trees: one by base, second around 11-14, third around 30-60, fourth rarely around 70-90
- Boss randboss:
- Major trees: one by base, second around 11-23, third around 35-75, fourth rarely around 80-90
- Minor trees: one by base, second around 12-20, third around 40-80
Note that the amount of trees of each type is slightly randomized, thus why level ranges are provided. Lines 2171-2181 contain the exact functions for numbers of each type of tree at each level if specifics are desired.