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Old 06-12-2003, 09:28 PM
Drawde
Dragon
 
Join Date: Jan 2002
Posts: 521
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The way it seemed to work originally was that the drop chance was PER ITEM.
So if you had a loot table with 20 different weapons each with a 10% drop chance, each
one had a 10% chance of dropping, and you could potentially get more than one weapon drop
at once.
This is the system that I based the loot drop percentages in my DB around. For example, a dragon
might have a 30% chance of dropping any one of the items in their inventory (higher chance or 100% chance
for quest items etc.) and with 12 or so items in their list this means they drop 4-5 randomly-chosen items,
more or less like EQLive I think.
Currently, though, it seems that only one item per table can ever drop (unless the loot group
has a multiplier), and which item drops is determined by its chance (and, unintentionally, by how high up on the list it is).
When was this changed, and why? It's not that there's anything wrong with the new system (apart from the problem with
long lists of items), it's just that the values in my DB (and I suspect other people's too) are based around the old system,
and it'll take quite a bit of work to change everything (adjust drop chances and use multipliers instead to give multiple item drops)
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