What's the base item rarity in %?
" " SO for the quantity there is a base % to have a drop. What are base percentages for normal, magic, rare and unique items? Without that we don't know what does "twice as many" mean. It can be 1% increased to 2% or 30% increased to 60%. |
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" x = y * (200/100) The end result X will be the same relative to the input Y, regardless of the actual value of Y initially :) I'm fairly sure that's what you yourself stated, though in a slightly different way. It really doesn't matter what % rarity was set as by default before when the change is stated as a multiple of the previous percentage :) [edit] spelling failure @ me [/edit] Last edited by zoneslash#4996 on Apr 18, 2013, 12:55:19 PM
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May be I'm an idiot but what you've said does not make any sense.
this is the proper equation: Y= x (1 + z/100) where: y is the result for the rarity probability x is the base probability z is the increase for 50% increase in rarity achieved by a character: when base probability is 10 percent we've got: Y = 10 (1 + 0,5) = 15% (increase of 5%) when base probability is 30 percent we've got: Y = 30 (1 + 0,5) = 45% (increase of 15%) So what you're saying is that 10 = 30 or that 5 = 15? |
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what he's saying is:
You take the base probability and add whatever % your have. your first example is correct: if base is 10 and you have a 50% increase. Your odds are now 15%. Problem with calculating this is: I don't think anyone (outside GGG) knows what the base % is. |
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I don't think there's a base percentage for uniques, some are rarer than others.
Blah, wrote 2 versions of a text trying to figure out a relation between some drop chances, but it wasn't all that clear. |
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"Only GGG knows. "That's how GGG likes it. There are some things like drop rates, jeweller's odds, fusing odds and orb of chance odds that GGG is pretty adamant on not revealing. They give small hints now and then but nothing specific. Last edited by FaceLicker#6894 on Apr 18, 2013, 5:32:54 PM
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Thanks.
This only means that some people (like me for ex) investing in increase of rarity may be doing stupid thing like scraping together percentages for increasing 2% to outstanding 2,7%. Keeping the base % is really UNFAIR behavior (to use a nice word) Last edited by Martinezz123#5213 on Apr 18, 2013, 6:13:53 PM
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Even if the chance of a unique dropping is 0.0001%, you still can see on average per zone/map a good 200 items if you full clear the zone with a decent IIQ. That means that if the chance of a unique is 1/10000, 100% IIR will make it 1/5000, and you theoretically would find a unique every 25 zones as opposed to every 50. Pretty powerful stuff.
i too fas fo youuuuuuu
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for me personally:
I stack IIQ as much as feasible, then throw in IIR. I find the higher IIQ I have the more drops I get (of all kinds) and there are some nice whites that can be used for crafting. Some other players, do the opposite and load up on IIR. I'm not sure if anyone has done a comprehensive study on the subject (using 100+ runs with each and putting the results into a spreadsheet). Perhaps it's something you might want to try out (assuming you have the time and really want the answers...which many of us would appreciate). Up to you :) I'd love to, but don't have the time atm :( |
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Well theoretically, if you double the quantity of drops = double the amount of rares/uniques also. But, quantity also works on "currency", which already makes it better, and you can also get more desirable white items. Dunno if 6 sockets/links are connected to rarity in any way (I'd assume not), so quantity is again better = more drops = more chance of 6 link/socket items.
So unless there's any diminishing returns and stuff, quantity should always be better. Best to have both ofc since it's multiplicative, so in some cases it's better to have 200% IIQ and 100% IIR than 300% IIQ (if you only want more rares/uniques). A small calculation with idk made up 1% base chance to drop rares and base 100 items dropped per run. EDit: Stupid chart no work. IIQ base 100 100% = 200 items = 2 rares 200% = 300 items = 3 rares 300% = 400 items = 4 rares IIR base 100 items = 1 rare 100% = 2 rares 200% = 3 rares 300% = 4 rares IIR+IIQ 100%+100% = 4 rares 200%+200% = 9 rares 300%+300% = 16 rares Last edited by Novalight#3224 on Apr 19, 2013, 5:19:32 AM
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