10/11/2012 12:47:59 PM
It looks like they're using the pre-1.04 ilevel droprates... Hope that's an error.Posted in: News & Announcements
10/11/2012 12:47:59 PM
It looks like they're using the pre-1.04 ilevel droprates... Hope that's an error.Posted in: General Discussion
9/21/2012 3:53:48 PM
The first thing to do would be to estimate the change in monster hp/damage per Power Level. Then see if the change in MF/GF is visible and determine the incremental bonus per Power Level. The exact numbers could change, but the principles of the bonuses and how they're applied probably won't.Posted in: Theorycrafting and Analysis
9/21/2012 12:35:04 PM
If affixes are determined by monster level and not item level, then how will ilevel 58 items differ from ilevel 63? Will we see ilevel 58 armor that is identical to ilevel 63 just with less armor? Will ilevel 58 weapons differ from ilevel 63 only by the white dps numbers? It seems that Blizz is decreasing their flexibility with this change if it stands as is.Posted in: Theorycrafting and Analysis
9/20/2012 4:01:30 PM
Funny, my brother and I were discussing collecting drop data by ilevel last night. We set up the spreadsheet, but haven't started yet, finishing another project first.Posted in: Theorycrafting and Analysis
Only suggestion is that different types of monsters have different chances to drop different types of gear. Thoughts on this concept?
Eh, too much trouble, highly unlikely that they would devote the dev time to that.
9/17/2012 6:20:44 PM
It just occurred to me that I've been including drops from weapon and armor racks in the Slot Drops sheet. I'm responsible for more than half of the data in a1 and a3. The effect isn't large (I think), but it would make it appear as if the non weapon/armor drops to drop less frequently than it really does. We might need to consider a small correction because of this, and I'll stop recording racks in the future.Posted in: Theorycrafting and Analysis
9/17/2012 4:27:13 PM
Interesting, I had no idea about the 'ItemTypes.gam' file. And I agree, armor is pretty easy to figure out, weapons are problematic.Posted in: Theorycrafting and Analysis
9/17/2012 2:44:12 PM
Don't have time to figure it out myself right now, but Blizzard seems to categorize weapons differently than you King. The game guide's broadest categories are 1H, 2H, ranged, and after that is specific weapon type. I think it's more likely that the item creation table and therefore drop tables are constructed with a different philosophy than the weapon style that you've started with.Posted in: Theorycrafting and Analysis
9/16/2012 7:53:49 PM
Posted in: Theorycrafting and Analysis
I think you're right on.
- All armors (+shields) have the same drop chance. We can use this as the base drop rate.
- All class specific armors have the same drop chance. The total chance of a class armor dropping is equal to the base chance.
- There's a base chance to find a ring/amulet/follower item. The chance for rings is twice as high as for the other two types.
- Weapons have half the base drop chance.
Base droprate 5% applies to armor.
Shield is considered armor and drops at 5%.
Class armor drop at 1/5 of the base rate, or 1%.
Follower specials and off-hands (quivers are special, see below) drop at half the rate of amulets.
Rings drop twice as often as amulets because you wear two.
Weapon base droprate is half of armor, or 2.5%.
Class weapons drop at 1/5 of the base rate, or 0.5%, but this is subject to hand tuning.
Fists, wands,and bows are funny...
Even though it's a class specific weapon, fists drop at the regular rate of 2.5%. Wands are low, and all the bows are high.
Now we know that Blizzard hand tunes some of the item droprates: "Drop rate on quivers has been reduced" for 1.0.4. So we can't expect all the numbers to be perfect. They used to drop alot of quivers because they expected alot of people to play DH, we can assume they tweak the weapon numbers based on class demographics. But despite this, the numbers overall are pretty rational.
9/16/2012 7:36:35 PM
I've put close to 1000 items into the slot drops sheet in a3, and a couple hundred in a1. All of this was on my barbarian, but I had plenty of class specific weapons that weren't Mighty. I also dropped tons of hand crossbows, and though the class armor numbers seem straightforward, I didn't notice a trend toward mighty belts versus cloaks, spirits stones, wizard hats, or masks.Posted in: Theorycrafting and Analysis
Of course this is anecdotal, but it seems that the game is class agnostic when creating items.
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