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Author Topic:   Negative values in itemratio formula?
Khan
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Posts: 373
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Registered: Feb 2001

posted 29 November 2001 06:07     Click Here to See the Profile for Khan   Click Here to Email Khan        Reply w/Quote   Visit Khan's Homepage!
I just dived again into the treasureclassex.txt and itemratio.txt description from Jarulf in the Resources section. According to the formula to calculate the base chance of which quality (magic, rare, set, unique) to drop, there can be negative values. And even if these are made absolute, the results wouldn't be very consistent.

The formula given is:
X = value-(mlvl-qlv)/divisor
1 in X is the base chance.

For example a difference of 10 between mlvl and qlvl with a base value of 34, and a divisor of 2 would give a chance (magic here) of 3.45%.
A larger difference of 80 (mlvl 90 itemlevel 10) would result in a chance of -16.67%.
And a difference inbetween of 65 would even result in a 50% chance for magic drop...

Shouldn't it be made thus that a monster dropping something of much less quality than it's level suggest has a much higher chance of it being magic than if it drops something of higher quality?
And how does the game handle negative values anyway?

[This message has been edited by Khan (edited 29 November 2001).]

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FoxBat
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Posts: 1618
From: PA, USA
Registered: Feb 2001

posted 29 November 2001 11:14     Click Here to See the Profile for FoxBat   Click Here to Email FoxBat        Reply w/Quote   
Yes, lower quality items from a high-level monster means higher chance to be a magic item. No idea what happens if it's negative, can negative values ever happen in CD2X?

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Khan
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Posts: 373
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Registered: Feb 2001

posted 29 November 2001 11:24     Click Here to See the Profile for Khan   Click Here to Email Khan        Reply w/Quote   Visit Khan's Homepage!
Well according to the above formula its more or less erratic if a monster has a higher magic% and NOT dependant on the mlvl/qlvl difference.

...or did I make a stupid calculation error (somehow I think I have)?

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