You have probability set to 100% as well, correct? I made the mistake of removing probability and then subsequently putting it back has caused most of the confusion about the new system since the SQL had to change twice and weren't really comaptible with each other. That's completely my fault, I am not sure what I was thinking removing probability.
Please post your test code that you used to both determine which order the items are being rolled in, and also how you simulate and log the loot rolls. My own tests have shown the chances are well within the acceptable range, and the players on PEQ didn't even notice when the loot system was changed in the code several months back. But since I rewrote the system, I am biased to its use. Perhaps you are trying to do something with it I did not expect. If there is indeed a problem I have no problem looking into it.
I must also point out, the code to determine the random order of the items and also the logic that rolls the items is exactly the same as in the old system. That code was pulled over with the small change that floats are now supported for chances. If there is a problem with it, it may be due to the function that generates the floats. However, that function is heavily used in our code. If there was a problem with it, I'm sure something else would have tipped us off by now. I don't see how order has anything to do with effecting chance, however. If I remember, once a number is generated that is used to roll against each entry per table. Order is irrelevent (in the case of mindrop and droplimit both being 0 of course!) since every item is being compared to the same value.
Last edited by cavedude; 03-24-2013 at 11:38 AM..
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