Since there is an interest in VS loots, this is a great time for community input.
Loottables:
-A loottable is comprised of a lootdropid, multiplier, and %chance
-A lootdrop is comprised of item, and %chance.
There are additional fields in these tables, but for our purposes, they are useless.
Example: all the armor drops on a single lootdrop, and the rest of the staves, quest staves, and gem on another lootdrop.
(note: this is NOT how it is currently set in the database)
lootdropid: 1000, multiplier: 1, chance: 100%
Cobalt Greaves 10%
Blood Ember Greaves 10%
Jaundiced Bone Greaves 10%
Tolan's Darkwood Greaves 10%
Deepwater Greaves 10%
Mrylokar's Greaves 10%
Singing Steel Greaves 10%
Donal's Leggings of Mourning 10%
Elder Spiritist's Greaves 10%
Ancient Shissar Gauntlet 10%
In the above example, there is a multiplier of 1, and a %chance of 100. So, 100% of the time, one of those items will drop. If the multiplier was 2, it would roll twice.
There are 10 items included in the lootdrop. Each has its own %chance for dropping. Equal chances would be.. 10% for each.
(note: this is NOT how it is currently set in the database)
The following could be a second lootdrop on the same loottable.
lootdropid: 1001, multiplier: 3, chance: 60%
Waters of Impenetrable Aura 30%
Diamond Encrusted Staff 10%
Nightshade Scented Staff 10%
Shissar Nullifier Staff 10%
Shissar Guardian Staff 10%
Lycanthropic Staff 10%
Gnarled Staff 10%
Pulsing Green Stone 10%
So, lootdrop 1001 could roll 3 times, or zero times, depending if 60% was met or not.
(note: this is NOT how it is currently set in the database)
I hope this provides a general understanding of how loot functions. Since we will never know exactly how VS's loot should work, I am willing to hear how you guys think it should work based on your own findings.
Input/pseudo-lootdrops/%s welcomed.
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