Orb of Chance Community Log
After 10.7 Patch
255 Prismatic Rings ------------------- 203 Magic 52 Rare 0 Unique Beta Member Since 0.9.0 | Current Character : ExExCorpse
Creator of Prismatic Rings AND Unique Thief's Torment Prismatic Ring ---------------------------------------------------------------------------------- The Guide to Loot Filters - Here |
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52 Orb of chance
41 blues 10 rares 1 unique IGN: Nivius
Ty for scam <3 |
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50 scouring/50 chance no kaom's plate before, same after, no kaom's plate after (50 each before and after)
update: first 10 blue, 2nd 10 1 yellow, 3rd 10 1 yellow, 4th 10 chances 2 yellows, last 10 about 2 yellows, seems to be like 10:1 or 5:1 sometimes for blue vs yellow. no uniques. I did notice that the rare items were better than pre patch for me. i actually had useful stats. i also notice hp rolling on items a bit more. Last edited by jerger#3410 on Apr 20, 2013, 6:38:57 PM
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Used 8 chances post patch, not a single rare. (If this log stays open, don't add these stats... I will update them later.)
:( IGN: NihilistCannon
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12 chance used on gold rings:
Eight magic Four rare Zero Andvarius post patch Another quality ZAP! post. Last edited by chimpanzee#7852 on Apr 20, 2013, 3:14:50 AM
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4 chance orbs = 4 magics
+ 3 chances = 2 rares + 1 magic A mixture of glorious plates, karui mauls and imperial bows. After chance orb update. |
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don't end this please, i think with the new patch this log is all the more important! :) i suspect it's unlikely we'll ever know for sure what exactly is common or rare for uniques so what better way than pooling our data together :)
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12 onyx amulets
10 magic 2 rare |
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Imo all the patch change did was to increase the price of a sought uncommon unique...if the rarity was halfed the price will double...so atm on default a kaom would sell for 20-35ex, now it should shoot up too 40-70ex 8/.
On another note ;p The need for chance and scour will double because of the demand on more per unique and i think because of the spiral effect caused, regrets will be 2 per gcp as its already hard to get regrets... |
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not necessarily due to laws of supply and demand.
-demand is still the same -supply will increase because the drop is better -however the chance chance may be lower, which helps balance out the drop rate change -supply of orbs has not changed For instance, if everyone has $1, and there are $3 total from 3 people.. in the past the person sold the banana for 1$, so everyone would fight over the one banana and then the winner would pay 3$ if they could. if nobody could get 3$ the price would eventually fall to 1$. the same is true if the person goes "ha nobody has 3$, i'm going to charge 50$" well then the banana goes to waste, rots or he gives up and sells it at the last minute for a 1$. unless demand increases along with monetary supply, then the price will "Fall back down" then to the optimal rate. at this time it will spike or decrease due to speculation until either: a. supply increases (price goes down) or decreases (price goes up) b. demand increases (price goes up) or decreases (prices goes down) if supply has gown down and demand has gone up then the price will sky rise. if the balance to laws of supply and demand has worsened the players will know within a few weeks. Last edited by jerger#3410 on Apr 20, 2013, 10:16:38 PM
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