Thursday, April 19, 2012

Pindle question

I've been reading and re-reading and re-reading Hrus' magic find guide and I can't quite grasp what the part about Magic Quality Selection. Specifically the table of numbers relating to Chance and U/S/R/M


Quote:








* Normal monsters/minions 0/0/0/0

* Act bosses 983/983/983/1024

* Act bosses quest drop 993/993/1024/1024 (Andariel is 995/995/1024/1024)

* Superuniques 800/800/972/1024

* Uniques and Champions 800/800/800/1024

* Council members 650/800/800/1024

* The Summoner 900/900/972/1024

* Radament 900/900/900/1024

* Griswold, Smith 800/800/800/1024

* Izual, Blood Raven 800/800/972/1024

* Hephasto 800/800/900/1024

* Cow King 850/983/983/1024

* Nihlathak 900/900/900/1024

* Countess 883/883/883/1024




What I want to know is Pindleskin's base chance to drop a unique (or maybe just the formula to calculate it for x item since it seems to vary based on the qlvl of the base item), before any MF is added.|||I'd like to know too, because something with that table isn't right. Griswold CAN drop normal items, but having 1024 in his magic column should indicate that he shouldn't be able to.|||Those don't exist for Griswold or Smith, at least in the TreasureClassEx.txt that comes with GoMule.

I don't have time to check now but there was a formula somewhere in the guide where you're supposed to put those bonuses.|||Its like this. As you know, the algorithm first tests for unique quality, if the test fails it then tests for set, if not set, then for rare, and finally for magic.

For each check of U/S/R/M, the algorithm will roll a random integer between 0 and [FinalChance -1]. If that resulting integer is less than 128, than the test has succeeded and the item is the quality level that was being tested for. If the integer is higher than 128, the algorithm moves onto checking at the next lowest level.

For Pindleskin or any other monster will always drop Unique quality (or the quality being tested), when FINALCHANCE<=128

The Final Chance for any quality level depends upon two numbers: the Chance and the numbers in the table you posted, which are called quality factors for the monster:

FinalChance=Chance-(Chance*QualityFactor/1024)

or FinalChamce = Chance * (1 - QualityFactor/1024)

Note that if Quality Factor =1024 in this equation, that Final Chance = 0 and the random number generator will be selecting an integer from the range 0 to 0, hence the result will always be less than 128 and the test must be successful. Thus, wherever you see 1024 in those tables, you know that the sequence of tests will end there, because that test is successful.

Clearly, when the Monster quality factors are high numbers, close to 1024, the FINALCHANCE numebr will be lower, and the odds of rolling a random number between 1 and (FINALCHANCE-1) that is <=128 will be higher.

Pindleskins factor for Uniques is 800, so his chance of testing positive for UNIQUE is 128/FINALCHANCE where

FinalChance = Chance * (1 - 800/1024) = 0.219

So what is CHANCE for Pindleskin to drop a unique? CHANCE will be based on BASECHANCE for Uniques, which can be thought of as (400 x 128). The quality factor in the above table will ultimately multiply that chance by a factor 0f 0.219 which would produce a FINALCHANCE = (88 x128) and provide unique odds if 1/88. But that's not the end of the story. CHANCE is also reduced by your MagicFind number and the difference between the Ilvl of of your item and the qlvl.

An MF= 167 would essentially double your odds of a unqiue from Pindleskin, dropping them to 1/44. The difference in Ilvl and qlvl could be anywhere from 0 (for high TC items) to about 80 (For TC3 level items), and the final odds of Pindleskin dropping a unique quality will be about 1/44 for high TCs and about 1/35 for TC3.

See the item generation tutorial for more info.|||Quote:








Those don't exist for Griswold or Smith, at least in the TreasureClassEx.txt that comes with GoMule.

I don't have time to check now but there was a formula somewhere in the guide where you're supposed to put those bonuses.




Yep, those fields are blank for Griswold and Smith in TreasureClassEx.txt. But the more interesting thing for them is that they have picks "-3" (one from Act1 (H) Uitem C and two from Act1 (H) Melee B on hell). This means always three items are dropped and the item from Uitem C is always at least magic quality; the other two from Melee B can be normal quality. One more thing to note is they drop from Act1 (H) Uitem C even in nightmare - TC66 and Vex is crazy drop for early nightmare.

About Pindleskin unique drop at zero mf:

chance for non class-specific unique item: 128/{(400-(ilvl-qlvl)/1)*128-[(400-(ilvl-qlvl)/1)*128*800/1024]}=128/(400-ilvl+qlvl)*28=32/(400-ilvl+qlvl)*7

chance for class-specific unique item: 128/{(240-(ilvl-qlvl)/3)*128-[(240-(ilvl-qlvl)/3)*128*800/1024]}=128/(240-(ilvl-qlvl)/3)*28=32/(240-(ilvl-qlvl)/3)*7

the value (ilvl-qlvl)/3 should be rounded down

ilvl=mlvl=86 for Hell Pindleskin|||Quote:








I'd like to know too, because something with that table isn't right. Griswold CAN drop normal items, but having 1024 in his magic column should indicate that he shouldn't be able to.




I've never ween Griswold dropping anthing normal if it could be magical instead, just like any other boss, but I admit that I never looked that closely |||Quote:








I've never ween Griswold dropping anthing normal if it could be magical instead, just like any other boss, but I admit that I never looked that closely




He drops non-magical items often for me.|||Me too, he's one of the better sources of 4sox poles for Insight. Sometimes some IK pieces or even LoH as well.

EDIT: In NM that is.

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