Drop rates for 100+item LootDrops
Not wanting to threadjack provocating's post, it got me wondering. Suppose I make a lootdrop that contains more than 100 items. Say it's all the items that start with Cosgrove.
In the phpeditor, if I balance the loot list, many get set to 0.0% chance to drop. If I didn't balance them, the overallchance was somewhere in the 465% range. Is that the same as just setting a higher multiplier, since we've exceeded 100% chance to drop? Or does it just fubar the drop? Just wondering. |
You can't have more than 100 items in the lootdrop_entries table and expect it to work correctly. The chance column is a tinyint, not a float so it can't have decimals. The most you can have is 100 items, at 1% each. I am not sure what the actual in-game behavior would be, but I can guarantee that not all the items would drop.
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Many thanks Cavedude, good to know! This of course isn't an issue, as it's very easy to just make additional lootdrops should I exceed the 100 item limit.
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Another solution to this...couldn't you also create an exact duplicate spawn of the mob and assign him another table with an additional 100 items?
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I am not sure why you would want to duplicate the mob, just adding another lootdrop would suffice.
Ultimately I found a resolution to my problem on the Defiant drops, and it is definitely working. Crazy thing though, I have not been on live in probably 5+ years. I logged on last week, went to a favorite stomping grounds in Dreadlands. Anyone remember the Ridge areas ? Wow that brought memories of 30 people on the ridge at Karnor's Castle in the Dreadlands. Of course it was deserted on live but I was there just killing mobs and a Defiant dropped off a trash mob....insane. |
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