Only going from what other players have said about OSI loot, I think all loot should be rolling the full property ranges.
RunicReforging.cs line 1980 (determine the number of mods) -
checks if the item !IsPowerful (budget < 550), which is the only way to get single properties.
by this logic its impossible to get a ring with 3 mods 1fc, 4fcr, 18SDI, or a single property weapon with 100% Hit Life Leech
RunicReforging.cs line 1980 (determine the number of mods) -
checks if the item !IsPowerful (budget < 550), which is the only way to get single properties.
RunicReforging.cs line 2640 (allow the overcap) The overcap logic needs the item to be IsPowerfulif (!IsPowerful(budget))
{
mods = Math.Max(1, GetProperties(5));
perchigh = Math.Max(50, Math.Min(500, budget) / mods);
perclow = Math.Max(20, perchigh / 3);
}
else
{
int maxmods = Math.Max(5, Math.Min(RandomItemGenerator.MaxProps - 1, (int)Math.Ceiling(budget / (double)Utility.RandomMinMax(100, 140))));
int minmods = Math.Max(4, maxmods - 4);
mods = Math.Max(minmods, GetProperties(maxmods));
perchigh = 100;
perclow = Utility.RandomMinMax(50, 70);
}
if (powerful)
{
overcap = ItemPropertyInfo.GetMaxOvercappedRange(item, id);
if (overcap != null)
{
max = overcap[overcap.Length - 1];
}
}
by this logic its impossible to get a ring with 3 mods 1fc, 4fcr, 18SDI, or a single property weapon with 100% Hit Life Leech