Grue Posted August 21, 2020 Share Posted August 21, 2020 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? Link to comment Share on other sites More sharing options...
Gouki Posted August 21, 2020 Share Posted August 21, 2020 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 Link to comment Share on other sites More sharing options...
Grue Posted August 21, 2020 Author Share Posted August 21, 2020 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. Link to comment Share on other sites More sharing options...
Gouki Posted August 21, 2020 Share Posted August 21, 2020 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. Link to comment Share on other sites More sharing options...
Grue Posted August 21, 2020 Author Share Posted August 21, 2020 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. Link to comment Share on other sites More sharing options...
meganoth Posted August 22, 2020 Share Posted August 22, 2020 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 Link to comment Share on other sites More sharing options...
M1cromanagement Posted August 22, 2020 Share Posted August 22, 2020 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 Link to comment Share on other sites More sharing options...
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