I’m trying to farm the belt “The legacy of the quiet forest “ the picture is from tunklab. What does it mean by Reroll chance 0%. I am running the echos looking for unique or set items has reward. Thanks
External link →I’m trying to farm the belt “The legacy of the quiet forest “ the picture is from tunklab. What does it mean by Reroll chance 0%. I am running the echos looking for unique or set items has reward. Thanks
External link →the fact that this is a thing concerns me but I guess that explains why I'll get a ton of duplicates of the same items even in the same run...
I'm curious what concerns you about this. It's basically just a relative rarity system.
Well how does it work? I think I might have had a bit of a misconception when I first saw this.
After thinking about it, I'm assuming that when an item drops it has a certain probability of being a specific item type, and then within that item type it has a probability of being of specific rarity?
And then say if it rolls as a unique, it will roll as one of the named unique for that slot, at this stage do all uniques for that slot have the same probability of being selected? And then from there there's a chance of a reroll which would make certain uniques more rare than others?
Or among the pool of uniques for a specific slot, do they already have their own rarity values on top of the reroll chance? I think this is where I was concerned, that already rare items would also have a reroll chance making them even harder to get...
What you're describing is how D2 (and many other games) generate loot. We kinda go at it in the opposite direction.
We start with rarity. If that is unique, then we pick a random unique from the random drop list. We then finish with the re-roll chance (relative unique item rarity). That's it.
edit: then we do roll the ranges on that unique but that's not really important to this question.
interesting, I appreciate the clarification. What sort of advantages did this system offer versus genre-standard loot generation like described previously? I'm guessing this means players find more uniques/exalted items overall compared to other ARPGs?
It lets us detach the relative rarity of unique items from their base type distribution.
It also lets us detach the overall unique item drop rate from the base type coverage spread. For example, in D2, if you added a unique Small Crescent item into the game, the overall unique item drop rate would go up. This means that we can have more granular control over each item's drop rate.
(I also don't want to make it seem like I dislike D2 at all. It's actually one of my favourite games of all time. I just know more about it than say Grim Dawn so I can use it as a reference easily.)
Edit: oh and it also lets us make unique items on special base types that can't be on rares.