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Dev Blog: Revealing Drop RatesThread is sticky

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Hellcat

Hellcat

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Mod Timbo said:
Due to the sensitive nature and volatility of Telos' drops, we won't be revealing the full formula in which Telos determines their unique drops but will instead give a few examples to demonstrate how it works.


for fucks sake

edit: reprisal was introduced as a dormant, meaning for a sensible drop system, dorm reprisal would be, say, 1:1000, staff/bow/sword would be 1:333, and orbs would be 1:83.3 (so youd finish your items in this completely arbitrary sample size). are orbs still (or were they ever) at what would now be a 4:3 drop ratio to dormants considering that reprisal is dropped as a completed codex?
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29-Sep-2017 11:24:09 - Last edited on 29-Sep-2017 11:39:11 by Hellcat

Hellcat

Hellcat

Posts: 123Iron Posts by user Forum Profile RuneMetrics Profile
Erik Shun said:
Ah so it is 1/5 chance for your next orb and 4/5 chance for either a dormant sword/bow/staff or codex if you hit the uniques table?


thats absolutely not the case. you need three orb drops to complete a weapon, so dropping dormants and orbs at the exact same rate would give players 3x as many dormants as could ever be crafted. i edited in a question on the previous page that touches on this.
connoisseur of memes and carbohydrates

29-Sep-2017 11:40:49

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