Is there a point to rarity % items?

"
overpowdered wrote:
What i'am wondering is how those 2 stats combined work?

Additive or multiplicative?

Do i get with 100% IIQ and IIR 300% or 400% loot?
They don't really work directly together like that. IIQ gives you more loot, then IIR will give you higher chances for that same amount of loot to upgrade to higher rarities.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
So that's 400% for blue/yellow/uniques then?

According to the mechanics thread:

"

The base chance for an item to drop from a normal monster is 16%. This varies between monster types, and special monsters have higher drop chances.


Let's assume that the loot distribution is something like:
60% white
20% blue
15% currency
5% yellow

->
+100% IIQ 32%
->
+100% IIR
35% white
40% blue
15% currency
10% yellow

Yellow items, 0%IIR, 0%IIQ
->0.16*0.05=0.008

Yellow items, 100%IIR, 100%IIQ
->0.32*0.1=0.032 (=4*0.008)


Needless to say that i do hope that you are wrong and i hope that it works additively.
Last edited by overpowdered#4125 on Apr 30, 2012, 11:10:11 AM
"
overpowdered wrote:
Let's assume that the loot distribution is something like:
60% white
20% blue
15% currency
5% yellow

->
+100% IIQ 32%
->
+100% IIR
35% white
40% blue
15% currency
10% yellow
It doesn't work like that. The initial loot roll (the one affected by IIQ) doesn't determine the items' rarities. They all start as normal, base items.

IIR only comes into play after the loot's base item type has been determined. If the initial loot roll picks "currency," IIR is not considered. If it picks an armor piece, rarity is rolled to upgrade to magic. If it succeeds, another roll is made to try to upgrade from magic to rare. If that succeeds, a last roll is made to upgrade to unique. Your IIR affects all of these rolls, but it has nothing to do with the initial loot rolls.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
Are you sure?
That sounds like madness.


1st roll:
armor piece
2.nd roll:
White or blue?
3rd roll
blue or yellow?
4th roll
yellow or unique?

let's say:

2nd roll:
80% white 20% blue
3rd roll:
90% blue 10% yellow
4rd roll:
99% yellow 1% unique

1000 Items (armor piece), no IIR, no IIQ
->
800 white
200*0.9=180 blue
20 yellow, no uniques

1000 Items, no IIQ, 100% IIR
2nd roll
60% white 40% blue
3rd roll
80% blue 20% yellow

->600 white
->400*0.8=320 blue
->80 Yellow



-> I'll get 20 yellows with 0% IIR and 80 Yellow with 100% IIR (and 160 Yellow of the same base item with 100IIR, 100IIQ) ???
Last edited by overpowdered#4125 on Apr 30, 2012, 12:00:23 PM


Ok i take back my words.

Both have its uses:-

IIR - i think is for the equipment-level. generally for good-sockets equipment finds.

IIQ - if i am not wrong, its for orbs find.

But
mixing IIR and IIQ - not sure about this. what "items" fit in here?






Perm. Retired from this unforgiving land of the Exiles.
Self-impost EXILED.
About 170 iir and 150+ iiq in hc

Clearing the ladge chaos @ lvl 71 gives me a stable 7_10yellow items per run
2.97 orbs of fusings per run ( combined all orb drops and 6 socketed drops )

Had dubble that from lvl 60 to lvl 69 ( went downhill @70 )

I focus on iiq and the rarity will come by itself as u can see ^^
@dragnar <<< ingame or pm me
"
starsg wrote:
IIR - i think is for the equipment-level. generally for good-sockets equipment finds.

IIQ - if i am not wrong, its for orbs find.

But
mixing IIR and IIQ - not sure about this. what "items" fit in here?


no. they both work together. they dont each have a specific use for different types of items at all.

if you increase Quantity then thats very straight forward. More items get dropped. right?

Within the things that _are_ dropped a roll is made to see if they (as Mod explained) are currency ie. orbs, or items. and this ratio doesnt change.

so for example if the default chance for a drop to be currency was 20% and you manage to get 5 'drops' from a mob then one out of the five ought to be a currency item. the other 4 will be items of _some_ description. ie. they at the moment will not be magical, rare, or unique. they also probably already have their item level and slots randomly distributed.

if you increased your Quantity to 100% then you would have found 10 'drops' and two of them would be currency, and eight would be other items. So you do get more currency, but youre also getting more other stuff too.

now, about Rarity ...

This only comes into play for the rest of the items in that group of dropped stuff. It (from what i understand) increases the chance that the item can be upgraded to the next tier of rarity. white -> blue, then blue -> yellow, then if posssible based on the base item type yellow -> brown.

so yes, Quantity increases the chances of getting currency for sure, but is also increases the chances you have to get items that upgrade to Magic, Rare, and Unique, by virtue of having more base items to start with.
"
Mark_GGG wrote:
"
CK011885 wrote:
It's my understanding that rarity percentage items do not help you find orbs of any kind, only increase the chances of finding magic/rare/unique items instead of normal. Increased item percentage however does help you find orbs, just by purely increasing the number of drops that fall. So lets take two scenarios, one in which we have 100% rarity and 0% item drops, and the other we have 0% rarity and 100% item drops.

Base chance to drop (These numbers are made up)

Magic - 10%
Rare - 5%
Unique - 0.1%
Orbs - 1%


Scenario 1: 100% Rarity - 0% Items (1000 mobs killed, dropping 1 item each)

Magic - 20% - 200 drops
Rare - 10% - 100 drops
Unique - 0.2% - 2 drops
Orbs - 1% - 10 drops

Scenario 2: 0% Rarity - 100% Items (1000 mobs kill, dropping 2 items each)

Magic - 10% - 200 drops
Rare - 5% - 100 drops
Unique - 0.1% - 2 drops
Orbs - 1% - 20 drops

Again, these numbers are all made up, but 100% increased item quantity does indeed effectively double the number of items dropped. And 100% increased rarity does double the chances of a magic, rare or unique dropping. So doesn't it make sense to just pile on item quantity instead of rarity? If not, why?
Why are you comparing those two situations specifically? 100% increased item quantity is harder to achieve than 100% increased item rarity. You're comparing the hard to achieve situation to the easier to achieve situation and noticing that the harder to achieve one gives you more reward - which of course is as it should be.

IIR is more specific, if you like, than IIQ, and as such is more available in higher values. Just like how it's easier to get lots of increases to, say, melee physical damage, than just to all damage - you're rewarded to the more limited stat by the higher value.


IIQ is indeed better than IIR - for the reason shown in the example above, as well as the fact that IIQ is a sure thing and IIR is a chance.

It is also true that IIQ is rarer to find on gear than IIR (there are no rings or necklaces with IIQ as a base stat on them for ex.)

All that being said, it still does not change the fact that it just makes more sense to go after all IIQ rather than IIR. It just becomes a matter of spending the necessary time to acquire IIQ in high amounts as IIR.

Thus, this mechanic is one which rewards grinding as opposed to strategic decision making - that being that the mechanic could have been that IIQ only increases currency item drop rates and IIR only increases magic/rare/unique equipment drop rates. In such a case, it would be more a strategic choice over "do i want better chances at better gear drops, or do i want more currency items?" as opposed to "i've finally spent x,000 hours and have a good IIQ % (comparable to IIR %).
"
ualac wrote:
"
starsg wrote:
IIR - i think is for the equipment-level. generally for good-sockets equipment finds.

IIQ - if i am not wrong, its for orbs find.

But
mixing IIR and IIQ - not sure about this. what "items" fit in here?


no. they both work together. they dont each have a specific use for different types of items at all.

if you increase Quantity then thats very straight forward. More items get dropped. right?

Within the things that _are_ dropped a roll is made to see if they (as Mod explained) are currency ie. orbs, or items. and this ratio doesnt change.

so for example if the default chance for a drop to be currency was 20% and you manage to get 5 'drops' from a mob then one out of the five ought to be a currency item. the other 4 will be items of _some_ description. ie. they at the moment will not be magical, rare, or unique. they also probably already have their item level and slots randomly distributed.

if you increased your Quantity to 100% then you would have found 10 'drops' and two of them would be currency, and eight would be other items. So you do get more currency, but youre also getting more other stuff too.

now, about Rarity ...

This only comes into play for the rest of the items in that group of dropped stuff. It (from what i understand) increases the chance that the item can be upgraded to the next tier of rarity. white -> blue, then blue -> yellow, then if posssible based on the base item type yellow -> brown.

so yes, Quantity increases the chances of getting currency for sure, but is also increases the chances you have to get items that upgrade to Magic, Rare, and Unique, by virtue of having more base items to start with.


Agreed.

But i am not sure about the rarity part. What i think is the item-level play a part for the equipment drop.
I could be wrong though.






Perm. Retired from this unforgiving land of the Exiles.
Self-impost EXILED.
Guys you forgot increasing the droprate for orbs on 100% Quality. the chance to drop orbs is going to be 2% not staying at 1%. 100% Quality is like a x2 multiplier

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