I understand that everyone wants to know the specifics of it but I’m a little confused. Have we given out the formula or chances for any other aspect of item stat rolling? Like exalted affixes or even just the relative rarity of each affix on an item. As far as I know, we’ve never given out that sort of information. Please correct me if I’m wrong on this one though.
I think that there are two separate issues here, the quest speciffic items being able to roll legendary potential or not and the relative rarity of legendary potential in the rest of the uniques.
The quest uniques being able to drop LP is something that should have been more clearly communicated. That one falls squarely on me. I’m sorry it wasn’t in the legendary reveal dev blog and isn’t clearly communicated in game. It’s something that we are still discussing if we want to have an alternative acquisition method which can have LP or something like that. The 200 is just instead of having an extra variable that says “can’t have LP”.
It’s a little unfortunate that the exact numbers for relative rarity came out without us having some UI ready to show it in game. I think that a good solution would be to add alt text that says, something like very low, low, average, high, very high relative chance or something like that.
While we haven’t said the exact chance to hit LP, I think we have said why some items have higher LP level than their unique level.
To expand on that a bit, the LP level is generally based on item level. Some have had their chance shifted to account for particularly powerful and well scaling attributes. Items like prism wraps are already end game viable so they have a low chance to get LP. It’s the same reason that high level uniques have low chance to get LP. Most uniques don’t have a problem with this but some effects are just really good at scaling into late game. This was done to avoid having clear runaway 4LP uniques being just obvious BiS items for most builds. The alternative we looked at was just bumping up the level of the unique itself but we thought this would have been even less favorably looked on.
As always we are happy to talk about why we decided on something, other alternatives we discussed, other suggestions you have and things we are considering changing. We are also prepared to make adjustments from feedback. This is a very big system and up until patch day, less than 100 people even knew about it. We very often get great feedback that changes our systems.
I hope that helped shed a little light on it and I’m happy to answer any more questions…other than, “what’s the exact LP formula?” Partially because I don’t have it with me on my phone haha.