Samurai190 0 Posted May 14, 2011 Share Posted May 14, 2011 (edited) I believe I have made a new discovery concerning legendary items as I am able to produce plain and prefixed/suffixed legendaries. [Pictures] Plain legendary ring http://www51.zippyshare.com/v/93248861/file.html Plain legendary hoop http://www64.zippyshare.com/v/13903404/file.html Prefixed legendary hoop http://www15.zippyshare.com/v/11255768/file.html Prefixed and suffixed legendary lance http://www49.zippyshare.com/v/95439480/file.html Prefixed legendary lance http://www47.zippyshare.com/v/85324681/file.html (Prefixed?) and suffixed legendary (elven) spear http://www37.zippyshare.com/v/35845206/file.html (Prefixed?) and suffixed legendary (elven) glaive http://www11.zippyshare.com/v/48799070/file.html Discuss. Edited May 15, 2011 by Samurai190 Link to comment
King Angel 69 Posted May 14, 2011 Share Posted May 14, 2011 Please post the picture ( I whant to drop only SETS ) I whait you answer Link to comment
Samurai190 0 Posted May 14, 2011 Author Share Posted May 14, 2011 (edited) http://www63.zippyshare.com/v/47497884/file.html The Balance.txt I have eliminates all other drops expect potions, uniques, sets and legendaries. 49 legendary items from single boss with only 1/3 of the original drop amount value IS impressive. Edited May 14, 2011 by Samurai190 Link to comment
Samurai190 0 Posted May 14, 2011 Author Share Posted May 14, 2011 (edited) I also believe that unique items may display same three "grades". I'll have to test this too after I figure out what values present what values. [This appears to be true, just scored plain unique ring.] Edited May 14, 2011 by Samurai190 Link to comment
Samurai190 0 Posted May 14, 2011 Author Share Posted May 14, 2011 Just received legendary lava chunk as a drop. This changes everything, it appears to be that random item bonuses are not limited to normal/magical/rare items and randomized items also can be legendary and unique, only one left is set items. [Will add any further discoveries to this post.] Link to comment
Dragon Brother 619 Posted May 15, 2011 Share Posted May 15, 2011 Ok, firstly what version of the game is this you are running and secondly, are the ZRareExpectation values the only things you've changed in your balance.txt file? Because they should only effect how many of each tier items you see drop, not add the possibility to find random uniques/legendaries. From memory its another line in the file which allows these randoms to appear... Link to comment
locolagarto 15 Posted May 15, 2011 Share Posted May 15, 2011 ZRareExpectation is the right ones. 15 is legendary, 13-14 are uniques and sets, 10-12 is rare etc... its a complicated formula, depending on the bucket that the drop pulls from, increasing any of those values, increases the change that one of those items is in the bucket. There is still chance involved in the drop. a pseudorandom chance Edit: That sounded very confusing when I read it back, hope that make sense. Isac you haven't exactly found something new or undiscovered. But, its cool that you came across by chance and experimentation. Link to comment
Dragon Brother 619 Posted May 15, 2011 Share Posted May 15, 2011 ZRareExpectation is the right ones. 15 is legendary, 13-14 are uniques and sets, 10-12 is rare etc... its a complicated formula, depending on the bucket that the drop pulls from, increasing any of those values, increases the change that one of those items is in the bucket. There is still chance involved in the drop. a pseudorandom chance Yes, greater value means the chance to pick from the higher level bucket is increased, but what I was wondering was how this effects the chance for random uniques/legendaries...it only increases the chance for a unique/legendary, not whether or not its a random one. Link to comment
locolagarto 15 Posted May 15, 2011 Share Posted May 15, 2011 ZRareExpectation is the right ones. 15 is legendary, 13-14 are uniques and sets, 10-12 is rare etc... its a complicated formula, depending on the bucket that the drop pulls from, increasing any of those values, increases the change that one of those items is in the bucket. There is still chance involved in the drop. a pseudorandom chance Yes, greater value means the chance to pick from the higher level bucket is increased, but what I was wondering was how this effects the chance for random uniques/legendaries...it only increases the chance for a unique/legendary, not whether or not its a random one. Do we know how high he set the values? possibly setting all others at zero to force a legendary draw? ZRareExpectation15 = 2147483647, ZRareExpectation14 = 1, ZRareExpectation13 = 1, ZRareExpectation12 = 1, ZRareExpectation11 = 1, ZRareExpectation10 = 1, ZRareExpectation09 = 1, ZRareExpectation08 = 1, ZRareExpectation07 = 1, ZRareExpectation06 = 1, ZRareExpectation05 = 1, ZRareExpectation04 = 1, ZRareExpectation03 = 1, ZRareExpectation02 = 1, ZRareExpectation01 = 1, ZRareExpectation00 = 1, This explains it, I think Link to comment
Dragon Brother 619 Posted May 15, 2011 Share Posted May 15, 2011 Yeah...ok, that works I've never used it with a value over 1000 for the highest tier...perhaps the overflow and the forced legendary drops results in it like you said. Link to comment
Samurai190 0 Posted May 15, 2011 Author Share Posted May 15, 2011 Let's see if I can mess around with Balance.txt and produce unique/set/legendary runes/potions/books+other stuff. Perhaps I will discover something else that's fun too. Link to comment
Llama8 8 Posted May 15, 2011 Share Posted May 15, 2011 runes/potions/books+other stuff. You wouldn't be able to get those Legendary/etc since those item types don't have an item quality. Link to comment
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