![]() |
#1 |
Adept
Join Date: Jul 2007
Posts: 155
![]() |
Question regarding good/great probability
I noticed a recent change greatly increased the chance of getting a good/great item.
Okay, that's cool. However, are you planning on reverting obj-make back so that if a monster does a *good* or *great* drop, it will actually drop an item which could possibly be great? Right now, it doesn't. It will randomly generate an item 3 (or 5, if it's *great*) times, and check if obj_is_good, and if not, it uses it anyway. This reduces the value of killing monsters with "good" drops, and vaults. I personally would rather see this modified, than have the overall base chance for all monsters dropping good objects increased. But I thought I'd throw the question out there, for the masses to debate. - Frank |
![]() |
![]() |
![]() |
#2 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,768
Donated: $40
![]() |
yes, it's a problem-killing umiques, wyrms,etc no longer is so useful because the size of their drops is much smaller but the chance of getting something useful is way down. It's a known problem, and it's a bad one. I'm playing NPP and/or Eddieband til it gets fixed.
|
![]() |
![]() |
![]() |
#3 | |||
Veteran
Join Date: Apr 2007
Posts: 1,951
Donated: $40
![]() |
Quote:
good items: 3.0.9: the chance is (level+10)%, capped at 75% 3.1.0: the chance is (2*level + 10)%, uncapped great items: 3.0.9: the chance is (level/2 + 5)%, capped at 20% 3.1.0: the chance is (level + 5)%, uncapped It was always a bit ridiculous that the chances of getting an {excellent} item with normal generation wouldn't get any higher after dlev30. Now you're guaranteed to get {excellent} items from dlev95 onwards. Quote:
Also, with the new chances, all monsters will do the equivalent of DROP_GOOD after dlev40 anyway. I will probably make it so all uniques are guaranteed DROP_GOOD and remove the flag, since there are no non-unique monsters before dlev40 with DROP_GOOD at the moment. Quote:
We'll have to see how it plays. Last edited by takkaria; October 3, 2008 at 12:50. Reason: replied to more of original message |
|||
![]() |
![]() |
![]() |
#4 | |
Adept
Join Date: Jul 2007
Posts: 155
![]() |
Quote:
I don't think you understand the real problem here. You can hard code good to 100% and great to 100% and that won't fix the real problem. There are two basic steps to object creation: 1) Pick an object 2) use the good/great percentages to apply relevant powers to it. You are modifying step 2. What got broken is step 1. Step 2 doesn't even happen unless step 1 picks an object where step 2 even applies. This is why you can Kill a Great Wyrm and just get 3 scrolls, a flask of oil, and a food ration. apply_magic() is called with good=100% and great=100%, but it just ignores those objects. You need to insure that kind_is_good() is true if you are creating a good/great object. Otherwise your good/great percentage is irrelevant. Right now the probability of kind_is_good() is capped in make_object() - Frank |
|
![]() |
![]() |
![]() |
#5 |
Veteran
Join Date: Apr 2007
Posts: 1,951
Donated: $40
![]() |
I do, don't worry. The bit you excerpted was a side-comment. As I said, I'll be restoring DROP_GREAT from being a no-op when I have a spare day in which to get knee-deep in object generation code again.
|
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
My first good character. Paralyzed and Dead. | shevek | AAR | 8 | July 4, 2008 06:25 |
Is good/great item creation wrong? | ChodTheWacko | Vanilla | 1 | March 31, 2008 11:12 |
Probability of using Rods of Teleport Other? | Dragonboneman | Vanilla | 9 | February 7, 2008 19:55 |
[FA] A Good Start! | Slonk | AAR | 0 | October 20, 2007 22:20 |