Chest drops?
#1
Just wondering why drop data on the various chest/urn/stash objects doesn't seem to be published in the usual places (D2Data, the new ATMA etc). Anyone know?
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#2
Yes, the TCs that the chests and other containers (not weapon stands or armor racks, they work differently) are listed in the MPQ files. They have listings like

Act 1 (H) Chest A
Act 1 (H) Chest B
Act 1 (H) Chest C


which are the 3 TCs used in various parts of act 1 hell difficulty. What was not known for some time, and still not known to most, is which one of these will get used in which area. I put a chart up over at the AB Technical forums that lists which TC is used for each area, but few are aware that it even exists.

Another problem is that the various types of containers also have 'special rules' in how they drop items. These 'special rules' are in the DLL executables and have not been at this time fully listed out anywhere. Most do some thing like X% of time drop nothing else do the drop from the TC for that area. This results in some containers that will always have a high chance to drop nothing (like the urns that are present in many areas) and other oddities. A locked chest will generate two seperate calls to do a TC drop while the unlocked ones will only generate one call the TC. There are probably some containers that set to drop from a short list of items (like a potion or other junk item) and there are the special chests ('sparkly chests are one type of this) that skip the players MF% and generate the drop using a series of special rules that result in some wildly different types of drops from the same item.

With all these hidden special cases it would be difficult to explain to a user which case to use in some places. It also makes it difficult to list out any chance of items when there situations where some containers will skip the TC altogether X% or Y% of the time.
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#3
Thanks - I figured it must be something tricky. The main thing I was interested in was their chance to drop rare runes. Is it easy enough to figure out which chest-type would have the highest chance to drop good runes? I guess one would have to consider the TC of the area, and the number of drops the chest makes (which is affected by the player-count), but it would be really useful information.

Would I be able to figure this out from your chart at AB? If so, I'll look it up.
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#4
At least in 1.09, it ended up only existing two main "groups" of containers when it come to their chance to not drop and to drop from a chest TC. Still, glowing chests (although not always glowing) were (and are?) a chapter in itself. Normal chests usually always do a drop I think to remember (locked 2 as you say). Basically, the chace would go up with the level (and difficulty) of the map area I would say. No idea if there is a list of what rune becomes available on what levels though. I assume it would be relatively easy to make such a list.
There are three types of people in the world. Those who can count and those who can't.
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#5
Jarulf:
Quote:At least in 1.09, it ended up only existing two main "groups" of containers when it come to their chance to not drop and to drop from a chest TC.

From playing it looks like there might be more than that, but it is hard to tell without spending a lot of time going through a modded game to force the differences more. While it looks like the Caskets (OperateFn=1) and general chests (OperateFn=4) are doing the straight TC drop, some of the other do not seem to have a 'set' percentage of not-drop/TC-drop. While many of the items seem to have a moderate not-drop chance (urn, OperateFn=3 or "hiddenstash/deadcorpse" OperateFn=14) there are some like the small wicker baskets in the act 3 dungeons that will only very rarely drop an item.

Quote:Still, glowing chests (although not always glowing) were (and are?) a chapter in itself.
It does not look like they were changed any in the v1.10 game from the previous versions. Still getting drops that are typically all pointing toward the same base magical quality being selected first and forced onto the items as much as possible like all rare or all uniques when popped open.

Quote:Basically, the chace would go up with the level (and difficulty) of the map area I would say. No idea if there is a list of what rune becomes available on what levels though. I assume it would be relatively easy to make such a list.
It shouldn't be too hard if someone wants to trace the drops through from the chest TC to the point of which rune is to be picked.

Samka:
Quote:Would I be able to figure this out from your chart at AB? If so, I'll look it up.
Not from the chart by itself (I will post at bottom). The chart is only indicating which of the A, B or C codes to use in each area. The format for which TC code to use is

"Act "+act_number+" "+difficulty_code{"","(N)","(H)"}+" Chest "+area_code{"A","B","C"}

It is just that the A, B and C codes are not readily apparent as to which should be used in each area. Also with the algorithm that is used to calcualte which one applies to each area there are a couple of glitches/bugs. The most notable is what code ends up being set up for the various areas in act 5 (wrong area was used for the first index point in doing the calculations).


Name________________________Id__MonLvl1Ex_MonLvl2Ex_MonLvl3Ex_Chest1Ex_Chest2Ex_Chest3Ex_LevelName
Null________________________0____________________________________________________________
Act 1 - Town________________1____________________________________________________________Rogue Encampment
Act 1 - Wilderness 1________2___1_________36________67________A________A________A________Blood Moor
Act 1 - Wilderness 2________3___2_________36________68________A________A________A________Cold Plains
Act 1 - Wilderness 3________4___4_________37________68________A________A________A________Stony Field
Act 1 - Wilderness 4________5___5_________38________68________B________B________A________Dark Wood
Act 1 - Wilderness 5________6___6_________38________69________B________B________B________Black Marsh
Act 1 - Wilderness 6________7___8_________39________69________B________B________B________Tamoe Highland
Act 1 - Cave 1______________8___1_________36________79________A________A________C________Den of Evil
Act 1 - Cave 2______________9___2_________36________77________A________A________C________Cave Level 1
Act 1 - Cave 3______________10__4_________37________69________A________A________B________Underground Passage Level 1
Act 1 - Cave 4______________11__5_________38________80________B________B________C________Hole Level 1
Act 1 - Cave 5______________12__7_________39________85________B________B________C________Pit Level 1
Act 1 - Cave 2 Treasure_____13__2_________37________78________A________A________C________Cave Level 2
Act 1 - Cave 3 Treasure_____14__4_________38________83________A________B________C________Underground Passage Level 2
Act 1 - Cave 4 Treasure_____15__5_________39________81________B________B________C________Hole Level 2
Act 1 - Cave 5 Treasure_____16__7_________40________85________B________C________C________Pit Level 2
Act 1 - Graveyard___________17__3_________36________80________A________A________C________Burial Grounds
Act 1 - Crypt 1 A___________18__3_________37________83________A________A________C________Crypt
Act 1 - Crypt 2 A___________19__3_________37________85________A________A________C________Mausoleum
Act 1 - Tower 2_____________20________________________________A________A________A________Forgotten Tower
Act 1 - Crypt 3 A___________21__7_________38________75________B________B________C________Tower Cellar Level 1
Act 1 - Crypt 3 B___________22__7_________39________76________B________B________C________Tower Cellar Level 2
Act 1 - Crypt 3 C___________23__7_________40________77________B________C________C________Tower Cellar Level 3
Act 1 - Crypt 3 D___________24__7_________41________78________B________C________C________Tower Cellar Level 4
Act 1 - Crypt 3 E___________25__7_________42________79________B________C________C________Tower Cellar Level 5
Act 1 - Monastery___________26__8_________40________70________B________C________B________Monastery Gate
Act 1 - Courtyard 1_________27__9_________40________70________C________C________B________Outer Cloister
Act 1 - Barracks____________28__9_________40________70________C________C________B________Barracks
Act 1 - Jail 1______________29__10________41________71________C________C________C________Jail Level 1
Act 1 - Jail 2______________30__10________41________71________C________C________C________Jail Level 2
Act 1 - Jail 3______________31__10________41________71________C________C________C________Jail Level 3
Act 1 - Courtyard 2_________32__10________41________72________C________C________C________Inner Cloister
Act 1 - Cathedral___________33__11________42________72________C________C________C________Cathedral
Act 1 - Catacombs 1_________34__11________42________72________C________C________C________Catacombs Level 1
Act 1 - Catacombs 2_________35__11________42________73________C________C________C________Catacombs Level 2
Act 1 - Catacombs 3_________36__12________43________73________C________C________C________Catacombs Level 3
Act 1 - Catacombs 4_________37__12________43________73________C________C________C________Catacombs Level 4
Act 1 - Tristram____________38__6_________39________76________B________B________C________Tristram
Act 1 - Moo Moo Farm________39__28________64________81________C________C________C________Moo Moo Farm
Act 2 - Town________________40___________________________________________________________Lut Gholein
Act 2 - Desert 1____________41__14________43________75________A________A________A________Rocky Waste
Act 2 - Desert 2____________42__15________44________76________B________A________A________Dry Hills
Act 2 - Desert 3____________43__16________45________76________C________B________A________Far Oasis
Act 2 - Desert 4____________44__17________46________77________C________B________B________Lost City
Act 2 - Desert 5____________45__18________46________77________C________B________B________Valley of Snakes
Act 2 - Valley of the Kings_46__16________48________79________C________C________C________Canyon of the Magi
Act 2 - Sewer 1 A___________47__13________43________74________A________A________A________Sewers Level 1
Act 2 - Sewer 1 B___________48__13________43________74________A________A________A________Sewers Level 2
Act 2 - Sewer 1 C___________49__14________44________75________A________A________A________Sewers Level 3
Act 2 - Harem_______________50________________________________A________A________A________Harem Level 1
Act 2 - Corrupt Harem 1_____51__13________47________78________A________C________B________Harem Level 2
Act 2 - Basement 1__________52__13________47________78________A________C________B________Palace Cellar Level 1
Act 2 - Basement 2__________53__13________47________78________A________C________B________Palace Cellar Level 2
Act 2 - Basement 3__________54__13________48________78________A________C________B________Palace Cellar Level 3
Act 2 - Tomb 1 A____________55__12________44________78________A________A________B________Stony Tomb Level 1
Act 2 - Tomb 2 A____________56__12________44________79________A________A________C________Halls of the Dead Level 1
Act 2 - Tomb 2 B____________57__13________45________81________A________B________C________Halls of the Dead Level 2
Act 2 - Tomb 3 A____________58__14________47________82________A________C________C________Claw Viper Temple Level 1
Act 2 - Tomb 1 Treasure_____59__12________44________79________A________A________C________Stony Tomb Level 2
Act 2 - Tomb 2 Treasure_____60__13________45________82________A________B________C________Halls of the Dead Level 3
Act 2 - Tomb 3 Treasure_____61__14________47________83________A________C________C________Claw Viper Temple Level 2
Act 2 - Lair 1 A____________62__17________45________84________C________B________C________Maggot Lair Level 1
Act 2 - Lair 1 B____________63__17________45________84________C________B________C________Maggot Lair Level 2
Act 2 - Lair 1 Treasure_____64__17________46________85________C________B________C________Maggot Lair Level 3
Act 2 - Sewer 2 A___________65__17________46________85________C________B________C________Ancient Tunnels
Act 2 - Tomb Tal 1__________66__17________49________80________C________C________C________Tal Rasha's Tomb
Act 2 - Tomb Tal 2__________67__17________49________80________C________C________C________Tal Rasha's Tomb
Act 2 - Tomb Tal 3__________68__17________49________80________C________C________C________Tal Rasha's Tomb
Act 2 - Tomb Tal 4__________69__17________49________80________C________C________C________Tal Rasha's Tomb
Act 2 - Tomb Tal 5__________70__17________49________80________C________C________C________Tal Rasha's Tomb
Act 2 - Tomb Tal 6__________71__17________49________80________C________C________C________Tal Rasha's Tomb
Act 2 - Tomb Tal 7__________72__17________49________80________C________C________C________Tal Rasha's Tomb
Act 2 - Duriel's Lair_______73__17________49________80________C________C________C________Duriel's Lair
Act 2 - Arcane______________74__14________48________79________A________C________C________Arcane Sanctuary
Act 3 - Town________________75___________________________________________________________Kurast Docktown
Act 3 - Jungle 1____________76__21________49________79________A________A________A________Spider Forest
Act 3 - Jungle 2____________77__21________50________80________A________A________B________Great Marsh
Act 3 - Jungle 3____________78__22________50________80________B________A________B________Flayer Jungle
Act 3 - Kurast 1____________79__22________52________80________B________B________B________Lower Kurast
Act 3 - Kurast 2____________80__22________52________81________B________B________C________Kurast Bazaar
Act 3 - Kurast 3____________81__23________52________81________C________B________C________Upper Kurast
Act 3 - Kurast 4____________82__24________53________81________C________C________C________Kurast Causeway
Act 3 - Travincal___________83__24________54________82________C________C________C________Travincal
Act 3 - Spider 1____________84__21________50________79________A________A________A________Spider Cave
Act 3 - Spider 2____________85__21________50________79________A________A________A________Spider Cavern
Act 3 - Dungeon 1 A_________86__21________51________80________A________B________B________Swampy Pit Level 1
Act 3 - Dungeon 1 B_________87__21________51________81________A________B________C________Swampy Pit Level 2
Act 3 - Dungeon 2 A_________88__22________51________81________B________B________C________Flayer Dungeon Level 1
Act 3 - Dungeon 2 B_________89__22________51________82________B________B________C________Flayer Dungeon Level 2
Act 3 - Dungeon 1 Treasure__90__21________51________82________A________B________C________Swampy Pit Level 3
Act 3 - Dungeon 2 Treasure__91__22________51________83________B________B________C________Flayer Dungeon Level 3
Act 3 - Sewer 1_____________92__23________52________84________C________B________C________Sewers Level 1
Act 3 - Sewer 2_____________93__24________53________85________C________C________C________Sewers Level 2
Act 3 - Temple 1____________94__23________53________84________C________C________C________Ruined Temple
Act 3 - Temple 2____________95__23________53________84________C________C________C________Disused Fane
Act 3 - Temple 3____________96__23________53________84________C________C________C________Forgotten Reliquary
Act 3 - Temple 4____________97__24________54________85________C________C________C________Forgotten Temple
Act 3 - Temple 5____________98__24________54________85________C________C________C________Ruined Fane
Act 3 - Temple 6____________99__24________54________85________C________C________C________Disused Reliquary
Act 3 - Mephisto 1__________100_25________55________83________C________C________C________Durance of Hate Level 1
Act 3 - Mephisto 2__________101_25________55________83________C________C________C________Durance of Hate Level 2
Act 3 - Mephisto 3__________102_25________55________83________C________C________C________Durance of Hate Level 3
Act 4 - Town________________103__________________________________________________________The Pandemonium Fortress
Act 4 - Mesa 1______________104_26________56________82________A________A________A________Outer Steppes
Act 4 - Mesa 2______________105_26________56________83________A________A________B________Plains of Despair
Act 4 - Mesa 3______________106_27________57________84________B________B________C________City of the Damned
Act 4 - Lava 1______________107_27________57________85________B________B________C________River of Flame
Act 4 - Diablo 1____________108_28________58________85________C________C________C________Chaos Sanctum
Expansion________________________________________________________________________________
Act 5 - Town________________109_______________________________A________A________A________Harrogath
Act 5 - Siege 1_____________110_24________58________80________B________C________C________Bloody Foothills
Act 5 - Barricade 1_________111_25________59________81________B________C________C________Rigid Highlands
Act 5 - Barricade 2_________112_26________60________81________B________C________C________Arreat Plateau
Act 5 - Ice Cave 1__________113_29________61________82________C________C________C________Crystalized Cavern Level 1
Act 5 - Ice Cave 1A_________114_29________61________83________C________C________C________Cellar of Pity
Act 5 - Ice Cave 2__________115_29________61________83________C________C________C________Crystalized Cavern Level 2
Act 5 - Ice Cave 2A_________116_29________61________84________C________C________C________Echo Chamber
Act 5 - Barricade Snow______117_27________60________81________B________C________C________Tundra Wastelands
Act 5 - Ice Cave 3__________118_29________62________82________C________C________C________Glacial Caves Level 1
Act 5 - Ice Cave 3A_________119_29________62________83________C________C________C________Glacial Caves Level 2
Act 5 - Mountain Top________120_37________68________87________C________C________C________Rocky Summit
Act 5 - Temple Entrance_____121_32________63________83________C________C________C________Nihlathaks Temple
Act 5 - Temple 1____________122_33________63________83________C________C________C________Halls of Anguish
Act 5 - Temple 2____________123_34________64________84________C________C________C________Halls of Death's Calling
Act 5 - Temple Boss_________124_36________64________84________C________C________C________Halls of Vaught
Act 5 - Hell 1______________125_39________60________81________C________C________C________Hell1
Act 5 - Hell 2______________126_39________61________82________C________C________C________Hell2
Act 5 - Hell 3______________127_39________62________83________C________C________C________Hell3
Act 5 - Baal Temple 1_______128_39________65________85________C________C________C________The Worldstone Keep Level 1
Act 5 - Baal Temple 2_______129_40________65________85________C________C________C________The Worldstone Keep Level 2
Act 5 - Baal Temple 3_______130_42________66________85________C________C________C________The Worldstone Keep Level 3
Act 5 - Throne Room_________131_43________66________85________C________C________C________Throne of Destruction
Act 5 - World Stone_________132_43________66________85________C________C________C________The Worldstone Chamber


From this you would need to use the treasureclassex.txt file to trace through to see which is the highest rune that could be dropped in each area.
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#6
Sorry to go off topic, but...

The table you made. Did you use that table making utility website? If so, what's the link? I remember seeing a link to it on here somewhere, but I can't seem to find it using search. This time, I'll book mark it when I see it!
"Yay! We did it!"
"Who are you?"
"Um, uh... just ... a guy." *flee*
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#7
Jer's IP Column Maker
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#8
Yes it is Jer's Column Maker. To avoid having to look up each time, I did a "Save Target As..." so that I could more easily access it off of my hard drive.
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#9
Thank you adeyke and Ruvanal. Bookmarked and saved to the hard drive -- I'm not losing it this time.
"Yay! We did it!"
"Who are you?"
"Um, uh... just ... a guy." *flee*
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#10
Well, yeah, each object type pretty much had its own operation function (well, there existed a bunch), probably translated into the new parameter system for txt files. Still, even when using different functions, the various functions basically looked the same and for drops, had same chance of not doing a drop. At least in old versions. Have not looked at 1.10.
There are three types of people in the world. Those who can count and those who can't.
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#11
Thanks all, so let me get this straight :

- The object types have their own functions, which are basically hard-coded drop chances?
- MF is checked once, which explains multiple uniques dropping from the same object more often than likely?
- The possible ilvl of object drops doesn't depend on area level?
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#12
Samka,Mar 9 2004, 04:12 AM Wrote:Thanks all, so let me get this straight :

- The object types have their own functions, which are basically hard-coded drop chances?
The OperateFn control how objects that you can interact with are controlled and include all sorts of items like the Cairn stones, diablos seals, hell forge and other stuff besides just the chest items. These are all still hard coded as they were prior to v1.10, no change there Jarulf. For things like the chest and urns and such there would be something along the line of X%=open container and make sound and do nothing; else open container, make sound and generate a drop for the appropriate TC. The different OperateFn may have different values for the X%, but I do not know what they are. Note that the special chests (OperateFn=4, InitFN=57) are doing a different type of item generation than the typical chest (OperateFn=4, InitFN=3).

Quote:- MF is checked once, which explains multiple uniques dropping from the same object more often than likely?
For the typical containers the players MF% is applied to the drop on a per item basis just like with a monster drop.

The special chests though use a complicated selection process that can generate some very different results each time. The special chesst do not use the players MF% at all and instedad use some internal probability tables for setting the magical quality (magic, set, rare, unique) which it will then try to apply to all the items it generates. Oviously some items do not have set or unique types and will end up being downgraded to hidurability magics and rares and some items can only appear as magic a most ilvls. Also these chests will generate additional gold piles and potions that are added in with the rest of the drops. They can on some of their selected types of drops loop through the appropriate TC up to 20 time generating items (ergo the large item fountains that sometime erupt form them).

Quote:- The possible ilvl of object drops doesn't depend on area level?
The ilvl of items from these containers is equal to the area level that they are generated in. Note that stand and racks use a different proceedure than the TC system to genrate their items (changed slightly in v1.10) and that the ilvl of their items is arealevel-1.
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#13
Cheers Ruvanal, that explains a lot
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#14
Guys... I can't digest all of this info, so pls allow me to make a simple question: can, say, a weap87/armor87 item drop off a chest then? Can it be rare/set/unique as well?

Just trying to know if it's worth to kick those baskets :D
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#15
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).

For those wondering about the algorithm, here is how it works.

For each act, the game has a "first" and "last" level (set in a table and what I asked Ruvanal about). It used to be the first non townlevel in the list for the act and the last one (see table above). It goofed things up since the moo moo farm was such a high level. I think that got fixed, but act 5 appearantly is wrong too (town being first?).

Anyway, the game then calculate: (lvl_first - lvl_last + 1)/3 = X

Then the level of the current map area is compared as follow:

if lvl <= lvl_first + X drop from A
if lvl < lvl_first + 2*X drop from B
if lvl >= lvl_first + 2*X drop from C
There are three types of people in the world. Those who can count and those who can't.
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#16
Some quick information on drops from various operation functions.


1, caskets, sarcophagues and beds
Always make a drop from a chest TC. A 18.07% chance of spawning a monster

3, urns, jars, baskets, dead body sewers, rock piles
A 21% chance to make a drop from a chest TC

14, creates, rogue corpses, skull piles, jugs, loose rocks, a bunch of stashes, rat nests, cocoons, various other bodies, some beds and a bunch of other stuff too
Always make a drop from a chest TC. Looks identical to 1 above except for not spawning monsters (and code order differs some).

51, some jungle stash
Have yet to look at

26, bookhelf
35% chance for book, 65% chance for scroll. In both cases 50/50 chance for identify and town portal

5, barell
A 21% chance to drop drom a chest TC. A 18.07% chance to spawn monster

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 “sparkling” 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).

As can be seen, there really aren’t that many different cases in the end.
There are three types of people in the world. Those who can count and those who can't.
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#17
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).
There are three types of people in the world. Those who can count and those who can't.
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#18
Not that it adds too much to the technical discussion, but last night in a three player game we had the hell level ancient tunnels (level 85) glowing chest drop one and only one item: a blue kris. I don't believe I've ever noticed a drop quite like this before.


Edit: P.S. The chest was locked as well.
"I may be old, but I'm not dead."
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#19
LavCat,Mar 10 2004, 08:10 PM Wrote:Edit:&nbsp; P.S.&nbsp; The chest was locked as well.
I think glowing chests are always locked.
There are three types of people in the world. Those who can count and those who can't.
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#20
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 “sparkling” 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.
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