Thread: New loot system
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Old 09-20-2012, 02:10 AM
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cavedude
The PEQ Dude
 
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From what I see if all item in the lootdrop have identical chance to drop, then it doesn't matter what % they are given as long as its equal.
It doesn't matter what the other items are doing, the only percentage that matters is the current item's chance. But, if neither droplimit or mindrop are set, then the percentage most certainly matters. If it's set to 1%, you'd be lucky to get a single item to drop. It it's set to 90%, you have a good chance of every item dropping. But, not every item has to be equal, and they don't all have to equal 100%... You could have 50 items in a lootdrop table with chances ranging from 0.01% to 100% if you wanted. In that case, yes the NPC could drop all 50 items if you're super lucky and you haven't set a droplimit.

droplimit = 1 the first item that rolls successfully drops, the remaining items aren't even rolled. As I said in the first post the order which each item is rolled is randomized each time, so when you do set a droplimit, the same item won't drop over and over again because it's first in the list.

There isn't a performance hit, PEQ showed no difference in time to boot zones. That was a concern of mine at first too, but KLS believed that if done right, we wouldn't see an impact provided we didn't have super long unlimited lists. It turns out he was correct. So, if you have a long list of 100+ items, be sure to set a droplimit so the server doesn't have to iterate through every item. (Although, the code does set a droplimit for lists 100+ automatically.) Rolling will never go indefinitely, but setting a high mindrop or not limiting long lists certainly can increase the rolls. Basically, if you're smart about your setup you'll be fine. In your example, if all the items failed they are only re-rolled if a multiplier is set to 2 or above or mindrop is 1 or above. If neither are true, then the loop ends and the table drops nothing.

Fixing RNG has nothing to do with this... This new system is far more powerful and indeed simpler than the old one. Seriously, the old system was unnecessarily complicated and backwards. Probability is gone, there is no longer a need to have multiple lootdrop tables, those tables no longer need to equal 100%, and we now have a method to have complete control over how many items drop, whether that be a specific number or a range without fiddling with multipliers or multiple tables.
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