If you do want to have artifacts be "special" somehow (in terms of allocation), my suggestion for how to do this would be to have a proc attached to the LootTemplate that scales objects' commonness values. So you'd have a SetArtifactChance proc in the LootTemplate that would be handed an ItemAllocator and would then modify the table in the allocator so that the chance of generating an artifact would be the desired value.
This would, yes, break the ability to say "this artifact is always X times less common than this non-artifact". And I don't think it's necessary. But if we wanted to do it, that's how I'd suggest it be done.
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