08-18-2003, 08:49 PM
The act end bosses all have a pick=7 for their TCs. The NoDrop versus the total drop chance (which also includes the NoDrop value) is one of the more important matters for the amount of items that will drop. For Mephiso in non-quest dropping the NoDrop=15 and the total drop chance is 80. This make the chance that any of the 7 picks will be no item 15/80=18.75% and some sort of item 81.25% of the time. With more players in the game (and partied with you and in the same map area) the NoDrop value will be adjusted to smaller numbers. If for example you are just running a solo players 8 game this will end up adjusting the chances for a pick from the previous to these values; no item ~0.7% and some item ~99.3% per pick.
Now another factor that can be very important in case like this is that the standard drops using the TC system (not special quest rewards) is limited to a maximum of 6 items dropped per pass through the TC function. With the act end bosses having 7 picks, it is posible that a seventh successful item pick will be ignored resulting in only 6 items dropped. This also means that if one of the first 6 picks had resulted in a no item pick, then there is still the seventh pick to get teh total item drop up to 6 items. I will leave it to other to run up some sort of chart to show the actual likelyhood of getting specific quanities of items from a Mephiso drop.
Typically you will get 5 or 6 items off of an act end boss per run at players 1. Boosting the player count up will only get you a marginal increase in the quanity of item produced per run.
Drop information reference from an older posts of Jarulf on how the NoDrop is handled.
excerpt:
A few notes on the drops from chests.
*The standard chest TC (applied to all random terrain containers such as stashes, urns etc.) has picks=4, NoDrop=100, sum_prob=142.
*A locked chest will do 2 passes through the appropriate chest TC, which could result in 4+4=8 items if you are lucky enough.
*Many containers also have a hardcoded chance of not dropping items before the TC code is even checked.
*There are special chests (the "sparkly" one are only one of the graphical representations) the will generate a few fixed items (gold an potions) and then do several passes through the TC code to generate the type of item to be dropped. The base magical quality of these items checked once at the begining and uses a fixed table that ignores the players magic find amount. This base magical quality will then be used for determining as much as possible all the items magical quality that will come from the chest. If you are lucky you could get a chest that spews out several uniques at the same time. The central chest behind Mephisto is one of these special chests.
Now another factor that can be very important in case like this is that the standard drops using the TC system (not special quest rewards) is limited to a maximum of 6 items dropped per pass through the TC function. With the act end bosses having 7 picks, it is posible that a seventh successful item pick will be ignored resulting in only 6 items dropped. This also means that if one of the first 6 picks had resulted in a no item pick, then there is still the seventh pick to get teh total item drop up to 6 items. I will leave it to other to run up some sort of chart to show the actual likelyhood of getting specific quanities of items from a Mephiso drop.
Typically you will get 5 or 6 items off of an act end boss per run at players 1. Boosting the player count up will only get you a marginal increase in the quanity of item produced per run.
Drop information reference from an older posts of Jarulf on how the NoDrop is handled.
excerpt:
Quote:So, how does the game pick one of the entries in a TC? Well, each entry has a probability of being picked equal to:http://d2mods.xfernet.com/treasureclassex.php
prob/sum_prob
For sum_prob, add up all the probs of a TC (including the NoDrop).
Lets make another example. Lets look at the TC called "Act 1 Wraith A". It has:
NoDrop: 75
Act 1 Good: 4
Act 1 Magic A: 25
Thus there is a 75/104 (about 72%) chance for NoDrop at all from a monster using this TC. A 25/104 (about 24%) for a drop from "Act 1 Magic A" which is another TC. And a 4/104 (about 4%) for a drop from "Act 1 Good" which also is another Treasure class. Should the game pick one of the two other TC, it will basically repeat the above for that TC until it gets an entry which is an actual item (listed by its 3 letter code). Donât forget about the extra treasure classes created from the Item Type table I mentioned above. Now it also makes more sense, the probability values I gave as 3 for most non class specific items and 1 for class specific ones, no?
...
First off, what happens if there are many people in the game? Well, for that, the game modifies the NoDrop value by lowering it (thus making a NoDrop pick less probable and thus actually dropping something more probable). How doe sit modifies the value? Well, in the following way (note that the game uses floating point calcs for this so donât truncate or round any of this).
1. Calculate the fraction of NoDrop, that is, NoDrop/Sum_Prob
2. Calculate "number of people". Here each character in the party (and in same area) of the killer count as 1 and those not in the party (but in the game) as a half. This value IS truncated to an integer.
3. Raise the value calculated in step 1 to the power of the value from step 2. Assume, the example above, we had 75/104=0.7212. Assume there are 2 people in the party and same area, and 3 other people, so the value from step 2 is 2+1.5=3 (truncate). So we calculate 0.712^3 = 0.375.
4 Adjust the NoDrop value so that it is a value that makes it the fraction calculated in step 3. That is multiply the Sum_prob minus the old NoDrop value (plus the value to be calculated) with the value from step 3. In our example it would be 29*0.375/(1-0.375) = 17. This is the new No Drop value.
A few notes on the drops from chests.
*The standard chest TC (applied to all random terrain containers such as stashes, urns etc.) has picks=4, NoDrop=100, sum_prob=142.
*A locked chest will do 2 passes through the appropriate chest TC, which could result in 4+4=8 items if you are lucky enough.
*Many containers also have a hardcoded chance of not dropping items before the TC code is even checked.
*There are special chests (the "sparkly" one are only one of the graphical representations) the will generate a few fixed items (gold an potions) and then do several passes through the TC code to generate the type of item to be dropped. The base magical quality of these items checked once at the begining and uses a fixed table that ignores the players magic find amount. This base magical quality will then be used for determining as much as possible all the items magical quality that will come from the chest. If you are lucky you could get a chest that spews out several uniques at the same time. The central chest behind Mephisto is one of these special chests.