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  #1  
Old 10-12-2012, 02:00 PM
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werebat
Hill Giant
 
Join Date: Oct 2010
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I think I figured it out. It has to do with the number of items in the lootdrop. I had 30 items at a chance of 2. So when a kill happens, it was rolling for all 30 items at a 2% chance. Computers do not have a true random like a dice roll, instead it uses an algorithm to simulate the random numbers. So a 2% chance on 30 rolls would mean that 60% of the time you were likely to get a drop. Off 10 kills that is 6 drops which is about what was happening. So I changed the chance to 0.5 and now it is about 1 out of every 6 drops. So it appears your chance should be (desired % drop / # items in drop) to drop properly. I am not sure how low the chance can be set, but if you have a very large number of items in your drop, then it may not be feasible depending on limits. At least thats how its working for me. The old way with probabilty worked fine since there was only one roll made against it. The new system has its merits too so its just a matter of figuring out how to make it work for your purposes. One suggestion would be to randomize the seed before each roll. I may try this when I get a chance but for now the above step seems to working.
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  #2  
Old 11-28-2012, 05:46 PM
thepoetwarrior
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Join Date: Aug 2007
Posts: 307
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Quote:
Originally Posted by werebat View Post
I think I figured it out. It has to do with the number of items in the lootdrop. I had 30 items at a chance of 2. So when a kill happens, it was rolling for all 30 items at a 2% chance. Computers do not have a true random like a dice roll, instead it uses an algorithm to simulate the random numbers. So a 2% chance on 30 rolls would mean that 60% of the time you were likely to get a drop. Off 10 kills that is 6 drops which is about what was happening. So I changed the chance to 0.5 and now it is about 1 out of every 6 drops. So it appears your chance should be (desired % drop / # items in drop) to drop properly. I am not sure how low the chance can be set, but if you have a very large number of items in your drop, then it may not be feasible depending on limits. At least thats how its working for me. The old way with probabilty worked fine since there was only one roll made against it. The new system has its merits too so its just a matter of figuring out how to make it work for your purposes. One suggestion would be to randomize the seed before each roll. I may try this when I get a chance but for now the above step seems to working.
I'm having the same problem with something like a 2% chance for 1 of 30 items in list to drop is now having 60% chance of dropping an item. How can this be fixed?
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  #3  
Old 11-28-2012, 06:06 PM
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cavedude
The PEQ Dude
 
Join Date: Apr 2003
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Originally Posted by thepoetwarrior View Post
I'm having the same problem with something like a 2% chance for 1 of 30 items in list to drop is now having 60% chance of dropping an item. How can this be fixed?
There is nothing to "fix." If you have 30 items with 2% chance that each will drop, then you have a 60% chance that at least 1 will drop (30*2.) That's basic mathematical probability and how our loot system should have worked from the beginning. But, I'm not going to get into that rant.

Now, to change it to behavior like you need it to you have 2 ways.

First, probability (which I almost considered changing the name to probability_modifier because that is what it really is) is back, so you can set that to control the total drop rate of the group of items.

Next, you can lower the chance of the items. (Remember, the new system now accepts floats so you can have chances below 1%.) This basically is just the drawn out way of doing the above. But from a mathematical standpoint, it is the correct way of doing so.
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