Item Quantity & Rarity Relationship

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Rory wrote:
A certain percentage of Magic items that drop become Rare items. At the moment, it is something like 20%. This means as Item Rarity increases, the chance of you getting a Rare item increases in proportion to the chance of you getting a Magic item, but even if you had an infinite quantity of Item Rarity, you would still only have 20% of the items that dropped become Rare.


So +item rarity doesn't affect chance to get blue instead of white? :o
It just affects chance of blue to drop as rare?

It pretty much sucks then.
I could end up getting same amount of rares and more magic items if I get +X% to quantity instead +X% to rarity.
Not speaking about currency items and socketables.

It's a bit misleading also.
Last edited by ness#1383 on Sep 3, 2011, 2:56:43 PM
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argie wrote:
Noone answered my question. Please I really need to know.

So, what is the optimal Quantity and Rarity % you would want in the game?

Over 100%? 200%? More lol?

1. What is the maximum of quantity and rarity percentage you can have?

2. I think I already know this, but quantity represents number of items dropped? And rarity is then adjusted to that or?

3. How are Orbs measured? Where is that stat?

Thanks.

1) There's no maximum explicitly in the code, but computers have limits on how big a number they can store without it overflowing. I don't know and can't be bothered looking up exactly where that happens, but it stops working sometime before 500,000,000,000%. However, 10,000,000% or so worked fine.
Also, if you get that much on increased item quantity, the game will seem to lock up for a little while, since it's trying to generate an INSANE number of items and each one takes a very small amount of time to produce.
Good luck getting that much, though :P
In practice, you'll never be able to get enough to have either of those things happen - even with max value mods on all your gear, and a max level, max quality support gem, you'll be woefully short of the numbers I had. So the optimal amount is as much as you can get.
2) Increased Quantity affects the number of drops. Increased Rarity is not 'adjusted' to that in any way - they are calculated separately. However both will result in more rare items - increased quantity means more items drop, and since each still has the same chance to be magic/rare, you'll get more of those. Increased Rarity is independent from drop rate, and simply increases the chances of an item being magic/rare/unique.
3) I'm not sure what you mean? The currency items such as Orbs and Scrolls are outside the rarity system - you can't get magic or rare version with mods. So they are unaffected by increased rarity modifiers. However, you'll get more of them if you have increased quantity, since more items dropping means more chances for a currency item to drop.
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ness wrote:
"
Rory wrote:
A certain percentage of Magic items that drop become Rare items. At the moment, it is something like 20%. This means as Item Rarity increases, the chance of you getting a Rare item increases in proportion to the chance of you getting a Magic item, but even if you had an infinite quantity of Item Rarity, you would still only have 20% of the items that dropped become Rare.


So +item rarity doesn't affect chance to get blue instead of white? :o
It just affects chance of blue to drop as rare?

It pretty much sucks then.
I could end up getting same amount of rares and more magic items if I get +X% to quantity instead +X% to rarity.
Not speaking about currency items and socketables.

It's a bit misleading also.
No.
That's not what Rory said.
A certain percentage of magic items that would drop, drop as rare. By the same token, a certain percentage of white items that would drop, drop as magic, and of course the same for rare -> unique.

Increased item rarity affects the first of these calculations to take place - in practice this means it affects the chance for a white item to be upgraded to magic, but if there's an item type that can't spawn as white, it'd affect the magic -> rare increase chance instead for that type.

Rory was describing the fact that this allows it to indirectly influence how many rares you get as well, even though it's only used in the calculation for magic -> rare.

For example, lets say that the number is that 20% of items that would drop as magic drop as rare instead - then every fifth magic drop (on average) gets upgraded to a rare drop - so you see 4 times as many magics as rares.
If you get 100% increased item rarity, then you've doubled the chance that an arbitrary drop will be magic instead of white - so you'll see on average twice as many whites. And since each magic drop still has the same 20% chance to upgrade to rare, this will ALSO double the number of rares you see, simply because it's based on the number of magics.
However, as Rory pointed out, the increased item rarity is increasing the chance to upgrade the rarity of a drop once only - so if you have an infinite amount of increased item rarity, all the white drops will occur as magic, but that second level number never changes from 20% of magics being rares - so you'll never get more than 20% of items dropping being rare.

Now 20% isn't the actual value for the magic -> rare upgrade chance (well, probably not. I don't know what it is off the top of my head). But hopefully you understand how the system actually works a little better now.

Increased item rarity is an increased chance that the item will be one step higher on the rarity scale than it would otherwise have been.
While I don't know the mathematical equation for figuring this all out, I can say I saw a SHARP change in the Rare item drop when I went from 18% Quantity drop with 28% Rarity Find to 8% Quantity Find with 68% Rarity chance drop. And I mean a SHARP difference because I expected the drops to be less but more of them Rare items. This was far from what happened to me. Item drops were crap, I got perhaps 1 rare in 45 minutes of game play, it was slightly better when I joined a group.

I don't know if Orbs count but other than the one rare armor item I found 2 Orbs, the orb that rebuilds the socket links and Armor Orb.

This shocked me soo much that I searched here on the forums to see if others had noticed the same issue.

So I too would love to see some chart that shows the best ratio of Quantity to Rarity find to have.
After starting game back in 0.9.1 patch, played ladder rush for 2 months or so, then solely started playing for MF.
Over all the different patches, and changes to values one can attain, I've been able to max quantity, which is of course the more important of the two stats.
Balancing the highest possible quantity with enough rarity also to get solid results is the next task.
Have had gear to max both values, and juggled them around nonstop, to find what I believe is best.
At atleast 150 quantity and anywhere above 200 rarity you will have the best results for rare item drops, as well as good number of orbs, due to the quantity.
Currently running tests with 183 quantity/161rarity

These below pictures were solo drops @ 166q/220 rarity
Spoiler

Spoiler

Spoiler
GORLAK SMASH WORDS!!
--------------------
The Greatest Plate Vest Of All Time! http://www.pathofexile.com/forum/view-thread/293910
So store. so item. http://www.pathofexile.com/forum/view-thread/136100
Last edited by enshin#5051 on Feb 24, 2013, 9:13:03 AM
oh jebus, lol just responded to very old thread... :/
bah, still good information in thread
GORLAK SMASH WORDS!!
--------------------
The Greatest Plate Vest Of All Time! http://www.pathofexile.com/forum/view-thread/293910
So store. so item. http://www.pathofexile.com/forum/view-thread/136100
I think its unfair how people run 5 other accounts to add in the 250% increase quantity. GGG need to find way to tackle this as it's really putting me off from grinding uniques when other people are finding more than twice as many as me in the same amount of time. I was told that all the "players" would need to be within range of the boss for the +50% IIQ to apply, so is that true? and what exactly is the range, like 1 screen away?
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ZeLyon wrote:
I think its unfair how people run 5 other accounts to add in the 250% increase quantity. GGG need to find way to tackle this as it's really putting me off from grinding uniques when other people are finding more than twice as many as me in the same amount of time. I was told that all the "players" would need to be within range of the boss for the +50% IIQ to apply, so is that true? and what exactly is the range, like 1 screen away?


It's not true.
They need to be in range to get experience from the kills.
But just being in the same instance gives increased drops.
Afaik they don't even need to be in the party to give increased drops (and make mobs harder), just in the same instance.
IGN: Jerk, Princess

http://orbswap.info - the easy way to trade currency
Here are several different ways randomness can work in RPGs, not sure which PoE uses:

- Monster dead
- Roll X-sided die for loot
- If critical success (highest or lowest range), roll again for more loot, else stop
- Roll Y-sided die for loot quality, if successful, keep rolling to up the tier of the item

So say you have a Zombie which has a 25% chance to drop loot of quality 1 and quantity 10%, where:
- 1-25 (out of 100) is the successful roll (25%)
- 1-10 (out of 100) is critical success for another loot roll chance (10%)
- 1-1 (out of 100) is the chance the loot will be a magic or better item (1%)
- 1-1 (out of 10000) is the chance the loot will be a rare or better item (1% of 1%)
- 1-1 (out of 1000000) is the chance the loot will be a legendary (1% of 1% of 1%)

Next time you think PoE's randomness is off, try simulating with multiple die rolls: https://www.wizards.com/dnd/dice/dice.htm

Or, alternatively, see how long it takes you to win the "Powerball" lottery: http://justwebware.com/powerball/powerball.html

(I know it's a response to an ancient post, but I see a lot of similar threads all over)

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L_Kabong wrote:
While I don't know the mathematical equation for figuring this all out, I can say I saw a SHARP change in the Rare item drop when I went from 18% Quantity drop with 28% Rarity Find to 8% Quantity Find with 68% Rarity chance drop. And I mean a SHARP difference because I expected the drops to be less but more of them Rare items. This was far from what happened to me. Item drops were crap, I got perhaps 1 rare in 45 minutes of game play, it was slightly better when I joined a group.

I don't know if Orbs count but other than the one rare armor item I found 2 Orbs, the orb that rebuilds the socket links and Armor Orb.

This shocked me soo much that I searched here on the forums to see if others had noticed the same issue.

So I too would love to see some chart that shows the best ratio of Quantity to Rarity find to have.
Last edited by generalmx#7853 on Feb 25, 2013, 4:37:58 PM

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