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Old 08-09-2004, 02:29 AM
sotonin
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Join Date: May 2004
Posts: 1,177
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No that's not why the system was made like this.

Each individual item has a chance value that is set. That is how you determine how rare or common an item is.

example:

the mob drops 5 items.

you want all items to drop fairly the same except for a rare item.

item1 = 24
item2 = 24
item3 = 24
item4 = 24
item5 = 4

This makes the first 4 items have a 24% chance to drop. the 5th item has a 4% chance to drop.

This is how it was clearly designed to work, but with the current system it does NOT work this way because of why govt explained. its looping through all items. Which is a terrible way to do this.

There is no common vs rare deciding factor except how you set the mob to be. if you open up a looteditor you'll see this. There are 2 values on the loottable for the mob.

Probabilty and Multiplier.

Probability is just how it sounds. if set at 25 the mob should drop an item 25% of the time. the other 75% drop nothing.

Multiplier is how many items the mob CAN drop, (when he does indeed drop something)

Then each individual item in the lootdrop entries has a chance associated with it. if there are 10 items you divide 100 by 10 and give each item 10% chance. Or modify it accordingly for rare drops.

The way it is now. Regardless of how many or few items you have. The first 2 items in the table are ALWAYS attained most of the time. (if multiplier is set at 2)

The system was designed to give the world builder flexibility in percentages to make things drop more common or more rare. but the system is throwing it out the windows by forcing all the items near the bottom of the table to be very rarely or never dropping, regardless of if you wanted all items to drop at the same ratio.
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