Weird empirically proven Item Rarity situation drop for Jewelry

I am thinking to write about this issue I've noticed concerning Item Rarity modifer and Jewelry drops for a long time. I had a hunch about the issue but haven't bothered to prove it until just few days ago. I am playing alot of mapping and am pretty much a sheer volume player. For instance, I play alot of low level maps with 80+ lvl chars etc..

Naturally, I collect my rare drops and make sets to sell vs Chaoses or Regals. The disbalance in the number of rare Amultes and Rings really stuck me. One extremely weird thing I noticed is that when you pass a certain amount of Item Rarity on character, most (90%+) of the rare Jewelry drops are Amulets. On the other hand, when the Item Rarity on character is bellow certain number, most (90%+) rare Jewelry drops are Rings.

In order to prove that, I got two very similar rings which can make my char pack 14 IR and 42 IR respectively (without distrupting other chat stats), and I made a little test. It lasted around 4-5 hours of gameplay, with each ring.

Results are really odd and kind of shocking. With 14 IR I collected 11 rare rings and only 1 rare amulet, while with 42 IR I collected 8 rare amulets and 2 rare rings.

Now, the question - are drops really supposed to work thatway?! I mean, wouldn't it be natural that rare rings vs amulets always drop in the 2:1 ratio or close to it, regardless of IR which someone packs? For instance, if you have IR 10 - in 3 hour play you should find 2X rings and X amulets, if you have IR 100 - in 3 hour play you should find 2Y rings and Y amulets, etc. Ofcourse Y>X.

Please be kind and comment with your experiences. I'd also like to hear some feedback from the devs, if possible. Thanks!

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Fix your number in first post so we can answer please.
"
EzBreesy wrote:
Fix your number in first post so we can answer please.


Which number?
Last edited by npavcec#7817 on Aug 1, 2015, 8:37:32 AM
Nevermind I read too fast first time.

I don't think it has to be with your little difference in IR, but most likely with the seed they use to generate their random numbers, this seed may have lasted for a long time. Anyway you should try it a bit more your experiment until you have let's say 40 rings and amu in each set up because this is really odds to me.

So it's like 80 items to run again then we can try to do some statistics about it.

Overall i would say you should find more rings than amu.
Last edited by EzBreesy#4599 on Aug 1, 2015, 8:41:44 AM
I actually think there is some truth to this. I've long suspected there were hidden discrepancies between amulet and ring drops, but I always thought it might have been based on the item level.

I have almost no rarity on the characters I like to run my high maps with, but I have over 50 rings in my regal tab, but only 13 amulets.

Lately, I've been running dried lake with a kinetic blaster for chaos recipes, and rings are ALWAYS the bottleneck. I just ran dried lake 10 times with 97% rarity and got 4 amulets, but only 1 ring.


Now at 8:1 amulets to rings...
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Last edited by Caustic2#4821 on Aug 1, 2015, 3:29:15 PM
My numbers so far - after the whole day play and changing Item Rarity ring (the only IR item in the characte) every once in a while. Maps 68-73. Char lvl 82.

With 14 Item Rarity: 21 rare rings, 5 rare amulets
With 42 Item Rarity: 15 rare rings, 19 rare amulets

I played roughly for the same time with each build.

There is definitely something really "broken" in this whole ordeal.

The bottom line - why is the total character Item Rarity changing the rare drops ratio between Rings and Amulets?
i think you may hav e less amu drop with low iir to avoid too much chaos recipe, you have pretty much same number of rings on both set up.
I applaud your efforts. There are a couple problems you must overcome if you want anything meaningful.

GGG has said they change item drop rates.

You need a much bigger sample. (There is no definitive sample size, infinity will always be the best)





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I've made a similar conclusion yesterday, when I passed like the whole day farming Nightwane&Voll. Here are my loot statistics:

Sample Sizes:
Spoiler
Voll Kills:42
Nightwane Kills: 18


Sample Conditions:
Spoiler

IIR from Gear: 136%
IIR from Gem: 45%
As the char is AB based, all the damage dealt comes from the totem, therefore I suppose the total IIR is simply a sum of the above.
Total IIR: 181%
IIQ Bonus (From Instance Mods): 10%


Results:
Spoiler
The percentages follows from simple probability (events:sample size)
% of rare drop on Voll: 85,7%
% of unique drop on Voll: 16,7%
% of no rare/unique drop on Voll: 14,3%
% of rare drop on Nightwane: 66,7%
% of unique drop on Nightwane: 0%
% of no rare/unique drop on Nightwane: 33,3%
Means:
Mean amount of rares dropped per Voll Kill: 3,18
Mean amount of uniques dropped per Voll Kill: 0,19
Other:
Uniques dropped from other mobs (with magic/rare/tormented mod): 2
Mean amount of rares dropped by said mobs: 0,045


So yeah, I think the IR quota is quite low, since the natural IIQ from Dried Lake is very high due to the massive amounts of mobs there. The sample sizes aren't big, but should be something.Notice the 0 unique drops from Nightwane, something I found out to be somewhat weird.
Last edited by malmeida#5917 on Aug 5, 2015, 10:35:08 AM
It's an interesting theory but I can't really take your numbers seriously since you don't even have 100+ drops accumulated as evidence. Even with 100 it's hard to prove something like this, but it would at least be a good start.

I would be interested in the result of a longer study of this though. Personally I just alch all my high ilvl jewelry drops so I never really notice a difference between the two. I tend to find more ilvl 75+ rare amulets than ilvl 60-74 amulets though. I have about 2 dozen of those amulets built up for regal recipes and every 60-74 amulet I find becomes a chaos right now.
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