Derakon |
March 31, 2014 15:02 |
Quote:
Originally Posted by Timo Pietilä
(Post 91053)
I don't see how this is intuitive: "how rare is the thing? One." One what? You need to know the source to understand the limit. If you have it other way around IE one time in <rarity> then that's very intuitive to use to me.
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Except that then you can't handle monster drops as "this monster drops up to N items". That is impossible to do if you want to specify rarity in terms of "this item has a 1 in X chance of dropping."
There's a large pool of items, and they all have different rarities relative to each other. Then the game picks from that pool. You don't really need to understand the source, but you do need to know what the total size of the pool is (i.e. the summation of all rarity values).
If there's only 1 droppable item, then it doesn't matter what its rarity is; it'll drop every time. If there's 2 droppable items, one has a rarity of 99, the other has a rarity of 1, then the latter will drop 1% of the time. Et cetera.
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