What is your actual algorithm for going through TCs calculting the probabilities? (If you want to keep it generally secret, perhaps discussions with PM would be OK). I think the recursive way I have done it is good, simple and works. For the negative pick AND going above 6 items, it need to be adjusted (I think it handle all other cases except possibly handling quality determination if it various with how you get to an item).
The way I would solve it if I had time, would be to have an additional parameter passed that would calculate the chance of an item droping from a sub TC (which would be the chance of a non "no drop". Keeping track of this and summing it up as we go (for negative ones, otherwise we adjust at the start so we get a 6 total chance). If we then get to a situation were we allready are above 6, that chance above would be the chance that we have to have the drop as a "nothing" instead of an actual item. That is, we multiply the chance for a drop by the chance we have not yet reached 6 items). I think it would not require too much editing of the algorithm I use. Remember, I want to simply calculate the probability of a "per kill" chance for each item type.
If you do something very different, it may need some other way to handle it. It just seems you are attacking the problem slightly different than I do and perhaps a bit too complicated, but perhaps you can keep track of more things too :)
At least we can compare results. I think for "normal" easy cases, we (Thrugg and I) allready agree on probabilities and thus we should have it correctly donw, both of us.
The way I would solve it if I had time, would be to have an additional parameter passed that would calculate the chance of an item droping from a sub TC (which would be the chance of a non "no drop". Keeping track of this and summing it up as we go (for negative ones, otherwise we adjust at the start so we get a 6 total chance). If we then get to a situation were we allready are above 6, that chance above would be the chance that we have to have the drop as a "nothing" instead of an actual item. That is, we multiply the chance for a drop by the chance we have not yet reached 6 items). I think it would not require too much editing of the algorithm I use. Remember, I want to simply calculate the probability of a "per kill" chance for each item type.
If you do something very different, it may need some other way to handle it. It just seems you are attacking the problem slightly different than I do and perhaps a bit too complicated, but perhaps you can keep track of more things too :)
At least we can compare results. I think for "normal" easy cases, we (Thrugg and I) allready agree on probabilities and thus we should have it correctly donw, both of us.
There are three types of people in the world. Those who can count and those who can't.