Jarulf,Mar 10 2004, 08:16 AM Wrote:Ruvanal, do you happen to know the levels the game use as start and end for each act to calculate the TC? If so, you would spare me checking the code for it (actually it is in the data segment so looking at code itself won't work).Hammerman had provided the orginal start and end levels in a discussion of the chest drops over at the AB technical forum a while back. Some testing with the formula allowed me to get the breakpoints working right in an MSExcel sheet (used for the post above).
act1 start ID=2, end ID=37
Blood Moor and Catacombs Level 4
act2 start ID=41, end ID=73
Rocky Waste and Duriels Lair
act3 start ID=76, end ID=102
Spider Forest and Durance of Hate Level 3
act4 start ID=104, end ID=108
Outer Steppes and te Chaos Sanctuary
act5 start ID=109, end ID=132
Harrogoth and The World Stone Chamber
Since Harrogoth is a level=0 area for the calculations, it ends up skewing the spread baddly since almost all the areas in all difficulties end up using the 'C' TC index. It would have also been screwy in the v1.07 to v1.09 patches since the World Stone Chamber had an area level of 0 in the files (ergo forcing the random gold piles to have only 1-5 per pile; and players thought is was some sort of secrect code for the runewords; :blink:).
Thanks for the rundown of some of those object types and which ones X% to drop from the TC.
Quote:Question, can normal (nolocked) chests drop nothing? By the way, seems the chance that a lockable container is actually locked is lvl/2+8% (normal difficulty non expansion column in levels.txt).Interesting tid bit about the chance to be locked. Basically it based on the areas non-expansion normal difficulty level data reguradless of D2C/D2X or actual difficulty.
As for the dropping nothing, The chest TCs all have a pick=4 and NoDrop=100 with the other fields totalling 42 (except the normal difficulty act 1&2 'C's that have the other fields totaling 47). In a single player game each pick would only have 42/142=29.6% of picking an item. Even with 4 picks it is not that unlikely to get nothing from one of these chests being opened.
But from having done some test runs to be sure that I had built the excel table correctly (using modified Chests TCs with a NoDrop=0 and specific items for each) I do not recall failing to get a drop from any of the 'normal' chests or the ones that you listed as always using the TC for a drop. Some of the other items, I had noted as not always generating something, but did not try to work out any percentages. It was also easy to see some of the 'extra' items that would come out with the special chests since they were not something that should have occured with the modded TCs.
Quote:4, chests plus a few of the ones mentioned above, that is, some special bodies, hidden stashes, cascets and so on drop like chests.
I have to get back on this, it is a bit messy, at least for âsparklingâ chests, but in part for non sparkling too. Anyway, the drops ARE from a chest TC, but at times, various qualities are forced and not picked normall (with MF and such).
I have a copy of an old post of yours describing the drops from the special chests. The only thing that I have noted is that the percentages for the drop being "all unique" may be less than what was listed in it (hard to be sure with my limited sample size, but there are not enough posts from surprised players to make me think that my current sampling is out of line). The set chance may also be lower, but since most items would get rolled over into hi-durability magic items, it is harder to be sure (not checking all the drops for this condition). If you want, I could repost it, but would actually prefer to see a 'fresh' review of what the game is doing.
Quote:I think glowing chests are always locked.No they are not.