Mechanics thread

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moozooh wrote:
-mf questions-
i can't answer fully but 100% quant is strictly double chance for something dropping period. then game keeps rolling till it fails. even with no quant boost, i've had one (white) mob drop two items, but thats stupidly rare. on flip side, i did have "some" quant (about 30%) and a rare mob (yellow) dropped about 5 to 7 items instead of 3 to 5.

rarity works similar but requires something to drop in the first place and i think it might work in reverse. as in it checks lowest possible then next least possible and so on.
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moozooh wrote:
It's definitely not directly multiplying the amount of items dropped by enemies. Otherwise every mob would drop at least 2 items with 100% IIQ
That would only be the true if with 0% IIQ, every mod dropped at least one item, which is not the case.
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Mark_GGG wrote:
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moozooh wrote:
It's definitely not directly multiplying the amount of items dropped by enemies. Otherwise every mob would drop at least 2 items with 100% IIQ
That would only be the true if with 0% IIQ, every mod dropped at least one item, which is not the case.

Well, 0*2=0 either way. But what I meant was if a mob would drop an item it would have dropped twice more items instead, which is not the case, and which is why the notion is incorrect.

So far it indeed seems like IIQ is multiplying a chance to drop, but again the specific mechanics are yet unknown:
— What is the base drop chance?
— Does the drop chance vary between enemies of the same... uh, let's say social status (normal/magic/rare/unique/act boss)?
— Does the drop chance of specific items vary between enemies?
— Does the drop chance decrease upon calculating subsequent drops?
— Does IIQ on the skill/gear stack additively and linearly with party and map quantity bonuses (aside from specific item types such as maps)?

I could come up with these questions all day, pity I have no solid way of answering them myself. :)
<Tyrfalger> Exactly, the next act is going outside Sarn and into those wheat fields (see the map) to become a farmer. Then we can spend our days endlessly farming. Wait a minute...
Last edited by moozooh on May 31, 2013, 1:08:52 PM
When Knockback would occur, there is no minimum damage threshold required for it to occur, correct?
(:
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zakar wrote:
When Knockback would occur, there is no minimum damage threshold required for it to occur, correct?


Nope.

Hence why Flame Totem/Knockback is effective.
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Alfabetica wrote:
Nope.

Hence why Flame Totem/Knockback is effective.


Excellent, thank you.
Let the AoE Knockback trolling begin~
(:
If I'm using the bringer of rain and I socket a skill in it, do the passives that support the skill in the helm add mana cost?

Thanks a lot!
Boulder bros
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Meczor wrote:
If I'm using the bringer of rain and I socket a skill in it, do the passives that support the skill in the helm add mana cost?


They do, like in any other item with built-in supports.
<Tyrfalger> Exactly, the next act is going outside Sarn and into those wheat fields (see the map) to become a farmer. Then we can spend our days endlessly farming. Wait a minute...
@Malice

or anyone?


so does low accuracy matter if you're over leveled for maps?


"Note that the chance to evade calculation on the character page is based on the average accuracy of a monster at the player's level."
The only game you need to win at is on the internet.
Last edited by EveningPrimroseAmber on Jun 2, 2013, 9:43:12 PM
i would say it matters yes but obviously your tooltip will be wrong.

IGN- Isiander

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