About chancing/dropping tier 1 uniques [need ggg please]
" depends on the algorithm really. if there is first a general-check if the chance roll produces a unique and after its successfull checks what unique is produced then there is no scenario like you describe. if there is a check for each possible unique after using a chance orb than it might be close to what you say. from a programmers-point-of-view its more reasonable to check first if its going to be a unique in general and then proceed to check which one its gonna be (with different chances for different tiers). slt: if its_unique random(100) if <50 tier_4 else if >49 and <70 tier_3 else if >69 and <90 tier_2 else tier_1 endif so in that case there is a fixed rate to get a unique (1:5000) and on top of that a possible variable rate at which different tiers of uniques of the same base-item-class are produced. actually thats the only way to introduce new uniques of the same base-item-class without ruining the overall droprate/chancerate. Don't think it would be in GGG's intention to actually increase the unique drop/craftrate by just introducing more uniques to a single base-item-class Last edited by blitzschlag#3944 on Apr 10, 2015, 8:30:17 AM
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" Agreed with above. The evidence I would go on is unique maps. Maps above level 66 can not drop outside of maps....but you might get a lvl 68 unique map drop from A3 piety. (also unique maps dont follow the Map 2 maker rule while group mapping). Meaning that quite possibly a unique is a unique first and then assigned the base after. when the tier is decided is not as clear, but I can see how it would work both before or after base item is chosen.(of course chancing works slightly different given the base item is static, but doesnt have to change the algorithm to pass in static base item rather than random one) Hey...is this thing on? Last edited by LostForm#2813 on Apr 10, 2015, 11:04:37 AM
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So from comments written above drop/chance rate of t1 item can be ruined by another t1 unique, imagine infernal mantle was from the same tier as shavronne's, then you will have double decreased chance to get shavs (the only reason you are not, because of that infernal mantle is not t1). But it's quite interesting question: what about other items such as lioneye's bow and windripper which do have same base, and maybe same tier.
Last edited by animalnots#6272 on Apr 11, 2015, 9:29:35 PM
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gah, cant be bothered explaining it again. But you are wrong. You almost had it a few days ago and now you lost it again. Uniques don't compete with each other for drop LLD BOTW spark/arc caster guide http://www.pathofexile.com/forum/view-thread/1133731 Last edited by andkamen#5405 on Apr 11, 2015, 9:31:05 PM
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" Guys above do not agree with your previously mentioned unreliable opinion, thanks for participating though. Last edited by animalnots#6272 on Apr 11, 2015, 9:46:45 PM
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My understanding is that for uniques, the game first decides whether or not an item drop will be unique, and if it is, it randomly selects from ALL possible uniques based on itemlevel (with each unique weighted appropriately - shavs 0.00001%, infernal mantle 0.2%, redbeak 2%, etc). This DOES mean that the more uniques there are, the harder it is to get any one unique to drop.
GGG DOUBLED the drop chance of uniques some time ago (over a year ago iirc) because of the increase in the number of uniques released since the start. As more uniques are released, I'm sure they will eventually increase the unique drop rate again. Last edited by Fightgarr#3134 on Apr 11, 2015, 10:46:59 PM
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Bunnu explained it pretty much on point already on page one.
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" That would mean chance of getting uniques from same tier is doubled (comparing to state before adding second unique). It would be nice if it were true but as someone mentioned, they doubled drop chance of higher tier uniques over an year ago. That could possibly mean that what I've just quoted is wrong. We really need some ggg provided information. |
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