Replies: 3 comments 11 replies
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I mentioned as a first pass, we can implement the above system. And write a script to change all droprates into their closest current rarity, then change how TH is fundamentally calculated. We would then have to implement the proc system. (And probably a way to override that proc system, thinking of ASB and servers who will want to customize. Probably just a main.lua setting to switch from proc to highest th method.) |
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Copy pasta of previous thread on a PR, for reference:
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1 proposed methodology for LSB: -- Variables
SET @very_common = 240;
SET @common = 150;
SET @uncommon = 100;
INSERT INTO `mob_droplist` VALUES (1, 0, 0, 1000, 18856, @very_common);Actual naming convention (should we abbreviate? "VC" for "very common"?) to be debated if we decide to go ahead with this. |
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@TeoTwawki @Xaver-DaRed - Place to continue our discussion on TH and what to do.
TLDR: TH and droprates are currently all over the place.
We have discussed both:
Eden's Methodology:
Instead of droprate being numeric they defined rates into grouped categories like: Common, Rare, Etc. And defined the numeric values for the pools elsewhere.
Limitbreak's Methodology:
Opposite of Eden's defined these rarities with numbers and put those numbers into the mob_droplist section for droprate.
Other Methods: ???
Both LB and Eden's methods are the communities general consensus on what the 'actual' way SE does TH:
What rarity is this item? -> Base drop rate is defined.
Was TH applied? -> Affect that base rate dependent on set level of TH from the following graphs:
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