Is there a point to rarity % items?
"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.
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So that's 400% for blue/yellow/uniques then?
According to the mechanics thread: " 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
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"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.
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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
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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.
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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
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" 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. |
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" 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 %). |
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" 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.
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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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