03-16-2004, 10:05 PM
First, thanks for such a detailed run through of this material.
Following will be some comments as I read through.
Ahhh... now I see why I have not usually encountered this at an apparent 2% of the time. With most chest drops only about ~1/4 or the items that actually get generated are weapons/armor/jewlery and the other ~3/4 would be gold/junk/gems/runes which will all end up "normal" quality. About 1/4 of the time it will generate a positive on the first pass (yielding a maximum of 4 uniques, but probably only 1 or maybe 2) and the other 3/4 of time there would be a second pass (with up to 7 uniques, but probably more along the lines of only 2-3). Taking into consideration the NoDrop chance and player count factor, it is not too unusually to assume that some of the times this 2% did happen, but there was not any items that actually got picked on these first 2 passes that could even be a unique.
Saved to review in more deatil later.
Following will be some comments as I read through.
Quote:... By the way, although I did not check specifically for this post, a "no drop" item should NOT count as one of the 6 items and the first item generated should thus always be an actual item. Otherwise some slight changes need to be done to the below explanations.The NoDrop results do not count against the final 6 items count. This was tested a while back with setting higher than 6 pick values and doing some statistical analysis of the number of items actually dropped. There is another more involved way that requires setting up a number of specially built TCs and noting which items do end up dropping, but the net result is a NoDrop does not seem to in any way get counted against the dropped. Basicaly just skip that iteration of the item generation and contiue doing the loops for the items till the 6 item cap is actually met or the end of the looping.
Quote:1. The game will make a chest TC drop with a desired quality of unique. If the drop fail for a magical+ test, it will make another chest TC drop with a desired quality of unique. If that drop also fail for a magical+ test, the game will also make a drop according to option 6. Note that a chest TC drop can still generate, say 3 unique items for each of the two attempts and yet fail, as long as the first item in those two attempts was items that can't be magical.
Ahhh... now I see why I have not usually encountered this at an apparent 2% of the time. With most chest drops only about ~1/4 or the items that actually get generated are weapons/armor/jewlery and the other ~3/4 would be gold/junk/gems/runes which will all end up "normal" quality. About 1/4 of the time it will generate a positive on the first pass (yielding a maximum of 4 uniques, but probably only 1 or maybe 2) and the other 3/4 of time there would be a second pass (with up to 7 uniques, but probably more along the lines of only 2-3). Taking into consideration the NoDrop chance and player count factor, it is not too unusually to assume that some of the times this 2% did happen, but there was not any items that actually got picked on these first 2 passes that could even be a unique.
Saved to review in more deatil later.