StaxZino (2 Weeks Ago)
I'm just going to explain how it is in the code, so you know how it currently works, without me judging the code or the logic behind it.
But, generally speaking, I can say that I do think some of it could be done better.
When the server spawns the drop, it rolls a random number between 0 and 30 to decide the Quest Lv. (formerly known as iLevel) of the drop. Furthermore, it rolls a second random number between 0 and 10000 to decide the rarity of the drop - the rarity is determined by the range that second number is in:
if (roll >= 9950) -> godlike
else if (roll >= 9900) -> mythical
else if (roll >= 9500) -> legendary
else if (roll >= 9000) -> epic
else if (roll >= 5000) -> rare
else if (roll >= 2500) -> uncommon
else -> common
Basically, that's the code.
However, if you consider absolute drop rates, each new rarity we added affected the rate of the rarity below it. For example, before we had "godlike", an item would be "mythical" if the rolled number was >= 9900, so the absolute chance to get "mythical" was 100 of 10000 (1%). But when "godlike" was added, it was given the topmost range of >= 9950, effectively removing 50% of the "mythical" drop rate and turning that into "godlike."
Due to this logic, these are the current absolute drop rates (and they have been this way ever since "godlike" was added):
Godlike: roll range 9950 to 10000
Probability: 51 / 10001 ≈ 0.51%
Mythical: roll range 9900 to 9949
Probability: 50 / 10001 ≈ 0.5%
Legendary: roll range 9500 to 9899
Probability: 400 / 10001 ≈ 4%
Epic: roll range 9000 to 9499
Probability: 500 / 10001 ≈ 5%
Rare: roll range 5000 to 8999
Probability: 4000 / 10001 ≈ 40%
Uncommon: roll range 2500 to 4999
Probability: 2500 / 10001 ≈ 25%
Common: roll range 0 to 2499
Probability: 2500 / 10001 ≈ 25%
How does the quest difficulty setting affect rarity and Quest Lv.?
Very simple. Each difficulty setting above 125% (starting with 150%) gives you an extra roll. So: 150% = 1 extra roll, 200% = 2 extra rolls, 300% = 3 extra rolls, 500% = 4 extra rolls, and so on.
Each extra roll means that the server will roll an additional number between 0 and 10000. The largest number of all rolls then decides the rarity.
However, the quest difficulty setting does not impact the Quest Lv. of the drop. No additional rolls are done for that.
How does the QOTD (Quest of the Day) affect rarity and Quest Lv.?
Drops in Quest/CQ/Survival mode that are currently QOTD get 1 special bonus rarity roll and 1 special bonus Quest Lv. roll (bonus meaning on top of the regular rolls).
The bonus rarity roll rolls a random number between 1000 and 10000. The largest number of all rolls decides the rarity. This also stacks with the extra rolls you get from the increased quest difficulty setting.
The bonus Quest Lv. roll rolls a random number between 0 and 30. If that number is larger than the previously rolled Quest Lv., the previously rolled Quest Lv. roll gets increased by (newly rolled Quest Lv. - old Quest Lv.) / 2. For example, if the original Quest Lv. roll was 5 and the bonus QOTD bonus Quest Lv. roll is 21, the new Quest Lv. of the drop is 5 (original value) + (21 - 5) / 2 (which is 8) -> 5 + 8 -> 13
How does Survival progress affect rarity and Quest Lv.?
Every 20 rounds into Survival, the rarity of the drops get an extra roll. So: rounds 20+ = 1 extra roll, rounds 40+ = 2 extra rolls, rounds 60+ = 3 extra rolls, rounds 80+ = 4 extra rolls, round 100 = 5 extra rolls. The largest number of all rolls decides the rarity. This also stacks with QOTD and the extra rolls you get from the increased quest difficulty setting.
Nothing else affects the drop rarities or Quest Lvs. Sacrifice has no impact on any of that at all.
How do rarity and Quest Lv. affect PVE damage of your quest items?
PVE Damage of your items is decided by:
(Regular damage * (Quest Lv. + 100) / 100) * Rarity multiplier.
The rarity multipliers are:
Common: 1
Uncommon: 1.2
Rare: 1.4
Epic: 1.6
Legendary: 2
Mythical: 2.6
Godlike: 3.4
That's it for today. I'll have to come back later to give you item droplists, etc.
Of course, feel free to leave your feedback or ask additional questions.
My two cents:
If I were to re-arrange the rarity droprates, I'd personally prefer them to be in more logical ranges and relations of like:
Godlike: 0.5%
Mythical: 1.5%
Legendary: 5%
Epic: 11%
Rare: 22%
Uncommon: 27%
Common: 33%
Total: 100%
Also, the way the quest difficulty setting affects rarity and Quest Lv. should be overworked to make it worth playing higher difficulties.
Furthermore, the currently obsolete sacrifice feature could be overworked to affect the rarity of drops.
amazing explanation bro, really really appreciated bro thanks alot alot
this kills so many of the quest superstitions that have gone rampant among the community holy shit
Godlikes have .01% more chance of dropping than Mythicals, Rares are more common than Commons and Uncommons, 125% difficulty does jack shit (actually I think most questers already realize this), getting a level 30 Godlike Golden Madness x2 is essentially .51%/30/how many quest drops there are...
I counted how many different unique quest drops I currently have which includes an assortment of daggers, swords, large x2 swords, a x2 pistol, revs, x2 revs, smgs, x2 smgs, rifles, x2 rifles, mgs, x2 mgs, rocket launchers, grenade launchers, flame throwers, pieces of clothing, jjangs, and explosives, I counted 93 unique quest items. Since I've sold a lot of items at multiple points and I know I don't know all quest items, this number is a conservative estimate. Even so, computing the chance of getting a Godlike Level 30 Golden Madness x2 would give the equation =0.51% chance of Godlike/30 Quest levels/93 unique quest drops=0.00000182795%
Rounding down, that's ONE out of ONE MILLION rolls. 999% difficulty gives 6 extra rolls, a total of 7 rolls. If we assume it takes 5 minutes to complete a 999% quest, that's714,285 hours or 496 straight days of nonstop questing on Endgame difficulty to achieve.
Please tell me my math is wrong at some point here cos AYO LMFAO
I guess an insight I've gained here is that IF there's an actual Endgame difficulty that can be done as short as 5 minutes, then it should be easier to just grind the shortest quest at 200% solo. I know for a fact I can finish Act 1.1 at less than or around 2 minutes, so doing that at 200% gives me a total of 15 rolls in 10 minutes as opposed to doing 2 Endgame difficulty quests with 14 rolls. Doing Endgame quests also usually require more than just 1 player, requires more skill, and requires better gear.
Last edited by Amamin; 2 Weeks Ago at 12:08 PM.
Your math isn't completely right because not all items have the same drop rate. Every item has its own drop rate (chance of dropping), so some items have higher drop rates than others, which also depends on the quest tier (mentioned here: https://freestylersworld.com/showthr...es-11-AUG-2020 where I said ("These quests have the lowest/normal/highest chance to drop MGs..." etc.) Generally speaking, there's a higher chance to get MGs than any other item type. Quests mentioned in the thread as "highest chance" to drop MGs can drop 28 different MGs, which summed up give you a probability of 64% of being a MG drop. Exact item droplists would be nice for you to look at, but I have to convert them to a readable format first. To give you one exact number though: The base probability of the very specific [H] Golden Madness MG x2 drop is 3% in those quests mentioned in the thread as "highest chance" to drop MGs.
Amamin (2 Weeks Ago)
THIS IS A HISTORIC DAY IN OUR COMMUNITY! ALAS! THE GODS HAVE SPOKEN! Thank you so much for this, THE FLOOD GATES HAVE CLOSED! WE ARE ONE!
any time i get a question about any of this i will refer them to this thread. Again, thank you so much bro. LETS ROCK!
Very helpful and informative post, McSic! The community and myself appreciate the transparency a lot. Thank you~
@Amamin Your math was wrong, off by a factor of 100, because you changed to percentages after already starting with 0.51%. So multiply end result by 100.
Sacrifice Idea
Since the server rolls a random number between 0 and 10000, I'm considering fixing the Sacrifice feature to improve the chances of getting high tier items by allowing players to sacrifice their high tier items, without the sacrifice affecting the difficulty. This would serve a dual purpose by giving players a meaningful way to use their surplus high tier items and even make it possible to guarantee godlike drops.
Sacrifice Mechanics
Players can sacrifice up to 25 items, with each sacrifice increasing the roll-value of the roll of the next single drop (1 drop only) based on the tier of the sacrificed item:
(Values are just placeholders, exact values have yet to be decided.)
Godlike: +1000 each
Mythical: +500 each
Legendary: +200 each
Epic: +50 each
Rare: +25 each
Uncommon: +10 each
Example
If a player sacrifices 4 godlike items, +4000 are added to the roll, meaning that if the roll rolls anywhere between 5950-10000, it would be godlike. So in this example the sacrifice would effectively increase your chance of getting a godlike from 51 / 10001 (0.51%) to 4051 / 10001 (40.5%).
(Values are just placeholders, exact values have yet to be decided.)
What do you think?
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