I have been poring over the xml as I make my new items and abilities. I thought I'd share what I've found regarding the rarity values, in case it would help anyone.
(FOR ITEMS) It seems like the rarity is controlled by these two variables:
<Liklihood>200</Liklihood> <RarityDisplay>Rare</RarityDisplay>
Now, I've seen various "Liklihood" numbers for different "RarityDisplays," such as
250+ - 400 Common (gray)
200 - 250 Uncommon (yellow/gold)
150+ - 200 Rare (orange/red)
100+ - 150 UltraRare (dark red)
0 Unique (purple)
This said, there are instances where there are UltraRares at 250 and Rares at 200+
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As for abilities, for some reason, the xml is slightly different:
<Likelihood>200</Likelihood> <RarityDisplay>Uncommon</RarityDisplay>
*notice the "e" in Likelihood, why? (this is the correct spelling)
Does this mean that in one set they may work and the other they don't? Two separate variables for the same objective?
"Likelihood" ratios for abilities seem to be as follows:
400 - 600 Common
200 Uncommon
100 Rare
5 Rare (Path of the .... abilities)
Notice there are no UltraRares nor Uniques.
I have noticed that the abilities I created, although working as intended, when a sov or champ hits the level prereq:
<Prereq> <Type>UnitStat</Type> <Attribute>UnitStat_Level</Attribute> <Value>9</Value> </Prereq>
The ability, without fail, becomes a choice, though I have set all my new abilities to 50 or 100.
Technically, such a number would get rounded to 0. But your point still stands, a one-in-a-million chance is by no means the most rare imaginable.
Wait a minute, with that kind of a system, does a likelihood of 2 even mean twice the chance of getting it with contrast to a likelihood of 1?
I'm not sure what happens if both roll 1, so I can't answer that. But if one is 5 and another is 10, then the latter should be twice as likely in a 2-item system.
Yes in a 2-item system but does it scale?
Depends on the rarity of the other items. If you have one at 5, one at 7, one at 10, then you are not twice as likely to get a 10 as a 5.
And that's definitely a problem. The system you first thought existed in WoM should be installed in my opinion, especially as it would work just fine with the current system. Otherwise modders have a hard time setting proper probablities for loot drops in a complex system.
I don't like leaving my quest drops up to fate in the first place. I always want to design the reward to fit the quest. For me the randomness comes from the risk/benefit option you choose in the quest.
Fortunately, what you like and what others like can coexist peacefully. With the proposed system, you can set a static loot and other people will be able to randomize the loot to the extent they like. This is one of those win-win situations.
I know, I just wanted to make sure that both options are considered by other modders. Not that there are too many at this point.
I wouldn't mind having some sort of secondary limiter as well on the random drops. With these random systems (suggested and actual), you can get the best item in the first treasure chest. We already have rarity tags, why not use them?
This is the current random modifier
<GameModifier> <ModType>GiveItem</ModType> </GameModifier>
how about
<GameModifier> <ModType>GiveItem</ModType> <Rarity>UltraRare</Rarity> </GameModifier>
Question. Is the Operator tag capable of being a > or < function versus the value? It would be great to be able to trigger effects against those types of logic cases.
EDIT: Looking closer I'm not seeing this as possible.
HF,
Wow, new question. Is the game code smart enought to cull the Ultrarares from the item pool and then just roll the dice against them to pick one? Have you tested this out yet?
This is great. Go team! Gonna go fix.
edit: seems like it's just the CoreWeapon.xml that's whack...CoreArmor.xml seems fine.
Haven't tried it, never seen it used like it.
No, it isn't. The post was just a thought I had about how to improve the system.
Thanks. There are a number of "would be nice to have" in this system I fear.
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