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Say you want to add some uber-rare loot to the game.

Maybe you want to add it as a rare drop to the Hero chests are found at the end of most POI's

```
<lootgroup name="groupHeroChestLootSub">
<item group="groupWeaponsAllScaledTPlus" prob="0.4"/>
<item group="groupArmorScaledTPlus" prob="0.4"/>
<item group="groupModAllScaled" prob=".2"/>
<item group="rareOres" count="2,5" prob="0.05"/>
<item group="booksRareOnlyScaled" count="1,2" prob="0.015"/>
<item group="perkBooks" count="1,2" prob="0.015"/>
</lootgroup>

```

Take rareOres for example, assuming that "0.05" is a percentage, then you have a 1/20 chance of something from Rare Ores being found in any chest that pulls from the HeroChest loots above.

But then within rareOres, there are more potential items, 1-5 Silver Nuggets have a 100% chance anytime rareOres comes up for loot, but then you have a smaller chance of getting Gold Nuggets or Diamonds. For example, a 1/10 chance for 1-3 Diamonds.

```
<lootgroup name="rareOres"> <!-- 907 average -->
<item name="resourceSilverNugget" count="1,5"/> <!-- 250 -->
<item name="resourceGoldNugget" count="1,4" prob="0.3"/> <!-- 700 -->
<item name="resourceRawDiamond" count="1,3" prob="0.1"/> <!-- 1500 -->
</lootgroup>

```

The question is, how does the game handle nested probabilities on loot tables?

What is the total probability of getting the 1-3 diamonds possible in a hero loot container?

Is it 1/20 to get Silver Nuggets and 1/20  * 1/10 = 1/200 for Diamonds?

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Just now, Grue said:

Say you want to add some uber-rare loot to the game.

Maybe you want to add it as a rare drop to the Hero chests are found at the end of most POI's

```
<lootgroup name="groupHeroChestLootSub">
<item group="groupWeaponsAllScaledTPlus" prob="0.4"/>
<item group="groupArmorScaledTPlus" prob="0.4"/>
<item group="groupModAllScaled" prob=".2"/>
<item group="rareOres" count="2,5" prob="0.05"/>
<item group="booksRareOnlyScaled" count="1,2" prob="0.015"/>
<item group="perkBooks" count="1,2" prob="0.015"/>
</lootgroup>

```

Take rareOres for example, assuming that "0.05" is a percentage, then you have a 1/20 chance of something from Rare Ores being found in any chest that pulls from the HeroChest loots above.

But then within rareOres, there are more potential items, 1-5 Silver Nuggets have a 100% chance anytime rareOres comes up for loot, but then you have a smaller chance of getting Gold Nuggets or Diamonds. For example, a 1/10 chance for 1-3 Diamonds.

```
<lootgroup name="rareOres"> <!-- 907 average -->
<item name="resourceSilverNugget" count="1,5"/> <!-- 250 -->
<item name="resourceGoldNugget" count="1,4" prob="0.3"/> <!-- 700 -->
<item name="resourceRawDiamond" count="1,3" prob="0.1"/> <!-- 1500 -->
</lootgroup>

```

The question is, how does the game handle nested probabilities on loot tables?

What is the total probability of getting the 1-3 diamonds possible in a hero loot container?

Is it 1/20 to get Silver Nuggets and 1/20  * 1/10 = 1/200 for Diamonds?

Hi Grue

Diamonds will give you 1 to 3, the probability will be 0.1, which is low.
If you set the probability to 1, you will have more chance of diamonds but it will be 1 to 3.
If you want more diamonds change it to count = 3,6 or count = 6.

The same applies to gold and silver.

Regards

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3 minutes ago, Gouki said:

Hi Grue

Diamonds will give you 1 to 3, the probability will be 0.1, which is low.
If you set the probability to 1, you will have more chance of diamonds but it will be 1 to 3.
If you want more diamonds change it to count = 3,6 or count = 6.

The same applies to gold and silver.

Regards

Thank you.

I understand how the range for the count of items works, but I was wondering how the prob="0.1" for the diamonds stacks with the prob="0.05" chance of getting rareOres to begin with.

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Just now, Grue said:

Thank you.

I understand how the range for the count of items works, but I was wondering how the prob="0.1" for the diamonds stacks with the prob="0.05" chance of getting rareOres to begin with.

I guess not much, because one applies to the chest loot and the other to the item loot.
You can change the rare loot of the hero chest to prob = 0.2 or whichever you choose, you will have a better chance of it coming out.

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4 hours ago, Gouki said:

I guess not much, because one applies to the chest loot and the other to the item loot.
You can change the rare loot of the hero chest to prob = 0.2 or whichever you choose, you will have a better chance of it coming out.

I am actually trying to make this item more rare and trying to figure out if one probability is used or both and how they stack together.

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Don't take my word for gospel, but as far as I heard from Gazz and from reading XML.txt the above tables work this way:

1) I assume the loot probabilites are summed up in a lootgroup (default is 1.0) and normalized to add up to 1. So 1+0.3+0.1= 1.4. So the resulting probabilities for silver gold and diamonds are 1/1.4, 0.3/1.4 and 0.1/1.4. So if you get this lootgroup once in your container you would get a stack of silver in 7.1 out of 10 cases, a stack of gold in 2.1 of 10 cases and a stack of diamonds in 0.07 of 10 cases.

2) rareOres is with a count="2,5" in groupHeroChestLootSub. if rareOres is selected in the chest the game will pick out of that container from 2 to 5 times randomly (this is the reason you would often find a mix of rare Ores because you pick multiple times).

Lets say for example that the random number between 2 and 5 were a 3. So it looks in rareOres and find 2 silver. The second pick might find 4 gold and the third pick might be 3 silver. So as a result you would find 5 silver and 4 gold in the loot container

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Hey Guys, maybe i can Help with some ideas:

```	<lootprobtemplate name="lootprobtemplateOres3">
<loot level="1,100" prob="0.5"/>
<loot level="101,200" prob=".25"/>
<loot level="201,999" prob=".125"/>
</lootprobtemplate>
<lootprobtemplate name="lootprobtemplateOres2">
<loot level="1,100" prob="0.25"/>
<loot level="101,200" prob=".125"/>
<loot level="201,999" prob=".0625"/>
</lootprobtemplate>
<lootprobtemplate name="lootprobtemplateOres1">
<loot level="1,100" prob="0.01"/>
<loot level="101,200" prob=".02"/>
<loot level="201,999" prob=".03"/>
</lootprobtemplate>```

#

```<lootgroup name="rareOres3">
<item name="resourceSilverNugget" count="1,3"/>
<item name="resourceGoldNugget" count="1,2" prob="0.15"/>
<item name="resourceRawDiamond" count="1" prob="0.05"/>
</lootgroup>

<lootgroup name="rareOres2">
<item name="resourceSilverNugget" count="1,2"/>
<item name="resourceGoldNugget" count="1" prob="0.05"/>
</lootgroup>

<lootgroup name="rareOres1">
<item name="resourceGoldNugget" count="1,2" prob="0.75"/>
<item name="resourceRawDiamond" count="1" prob="0.01"/>
</lootgroup>

<lootgroup name="rareOresAll">
<item group="rareOres1" loot_prob_template="lootprobtemplateOres1"/>
<item group="rareOres2" loot_prob_template="lootprobtemplateOres2"/>
<item group="rareOres3" loot_prob_template="lootprobtemplateOres3"/>
</lootgroup>```

ignore the prob,counts and chances, its just for showing up

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