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Old 09-19-2012, 11:18 PM
Akkadius's Avatar
Akkadius
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Quote:
Originally Posted by cavedude View Post
Akkadius: Probability is no longer used, I haven't dropped it yet because I was still using it as a reference. Everything checks out so it'll be gone in the next revision of the DB. We're using straight percentages now, so the percentages you see on Magelo are the exact ones we'll merge into the DB.
I know we're using straight percentages, it was my fault for not thinking twice on that. Had to hurry and finish the post so I could finish configuring some things. MY BAD CD!

Last edited by Akkadius; 09-19-2012 at 11:26 PM..
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Old 09-19-2012, 11:35 PM
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ChaosSlayerZ
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ok I got it now thank you guys!

The multiplication of probability by % chance was the part I was missing.
I guess the new system was done for the sake of optimization, thought old one was a bit more straight forward (new system maybe a bit harder to explain to a newbie)

One more question abotu exmaples.

Suppose in old system I have following:

lootdrop_entries 85, multiplier 1, prob 100%

lootdrop_entries 85 would have inside:
item1 10%
item2 10%
item3 10%
item4 10%
item5 10%
item6 10%
item7 10%
item8 10%
item9 10%
item0 10%


so only 1 out of 10 items could drop each time with equal chance (old system RND buginess aside)

how this end up looking in new system?
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  #3  
Old 09-20-2012, 12:22 AM
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cavedude
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It's actually a LOT more simple than the old way once you grasp it. But yes, there is a learning curve involved coming from the old way.

That example is simple, you just use mindrop and droplimit to force 1 item to drop every time (since probability was 100%) So:

lootdrop_entries 85, mindrop 1, droplimit 1, multiplier 1

lootdrop_entries 85 would have inside:
item1 10%
item2 10%
item3 10%
item4 10%
item5 10%
item6 10%
item7 10%
item8 10%
item9 10%
item0 10%

Since probability was 100%, none of the percentages will change of course. No more and no less than 1 of those 10 items will drop.

But changing it up, let's say the old probability was 80%. Then the same example would look like:

lootdrop_entries 85, mindrop 0, droplimit 1, multiplier 1

lootdrop_entries 85 would have inside:
item1 8%
item2 8%
item3 8%
item4 8%
item5 8%
item6 8%
item7 8%
item8 8%
item9 8%
item0 8%

Notice mindrop is now 0 because we are no longer guaranteed an item, and all the percentages dropped because multiplier is 20% lower. But, they all equal 80% - the old probability

Let's have some fun and show off what the new system can do.

Same example above, but:
mindrop 0, droplimit 0: 0 to all 10 of those items will drop.
mindrop 5, droplimit 0: 5-10 of those items will always drop.
mindrop 1, droplimit 2: 1-2 of those items will drop.
mindrop 0, droplimit 0 and all the items have a 50% chance of dropping: 0-10 items can drop, but most of the time 5 will (since "probability" is now 500%.)

Last edited by cavedude; 09-20-2012 at 12:41 AM..
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