Item Quantity & Rarity Relationship

Hi.

I need to know some things about R and Q percents in Character table:

Item Quantity Drop %
Item Rarity Drop %

Now...

1. Are those two interconnected? If I have Quantity at 12% and Rarity at 22%, what does that mean?

2. If I have Rarity 99% and Quantity 5%, will it affect Magic/Rare drops?

3. Can you explain in small detail how those two work? Their relationship to one another.

Thank you!
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beta wrote:
Increased Item Rarity (IIR)
Increased Item Rarity % modifiers stack additively, and increase the chances of an item being magic, rare, or unique. For example with a total of +100% increased item rarity, For example, if you had +100% item rarity, you'd get twice as many magic items, twice as many rares and twice as many uniques.
This modifier has no effect on the number or type of currency items, scrolls, or gems that drop.
When in a party, only the modifier from the player who lands the killing blow on an enemy is counted.
If one of your minions gets a kill, the minion's IIR is added to yours and the total is used.


With increased quantity, it's probably similar - you will get more items (probably by raising the base of "chance to drop an item". That way you get more items overall including orbs,scrolls etc (which can't get better magic quality, thus are not affected by increased item rarity). It might hit the ceiling (for example if the base "chance to drop an item" is 50%, then more then 100%), also not sure how useful it will be in parties, where more drops should occur...
Last edited by Hrus#4840 on Sep 2, 2011, 3:22:25 AM
Here is a rather convoluted explination, and I may not have checked all my facts on exactly where it adds/multiplies, but you get the gist of it.

Item Quantity will increase the chance for items to drop. For example, say a zombie has a 20% chance to drop items, having an item Quantity value of 50% will increase his chance to drop an item to 30%. If a monster has a 100% chance to drop an item, like a Magic monster, an Item Quantity of 50% will make him drop a second item. It could be that the chance is scaled down as your Item Quantity increases, but I am not sure by how much.

Item Rarity increases the chance for every item that drops to be a Magic item. It can never mean every item that drops is Magic, as it also has diminishing returns through the calculation it uses.

A certain percentage of Magic items that drop become Rare items. At the moment, it is something like 20%. This means as Item Rarity increases, the chance of you getting a Rare item increases in proportion to the chance of you getting a Magic item, but even if you had an infinite quantity of Item Rarity, you would still only have 20% of the items that dropped become Rare.

Hope this helps answer your question, and I can only hope we find some way to make it easier to understand in future!
Balance & Design
So you basically want the highest Quantity and Rarity you can get, if your Magic Finding, if I read Rorys post correctly.
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Last edited by Mordliss#6130 on Sep 2, 2011, 3:31:38 AM
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Mordliss wrote:
So you basically want the highest Quantity and Rarity you can get, if your Magic Finding, if I read Rorys post correctly.


Also its probably good to keep them at relatively same levels because of the diminishing returns.
So, what is the optimal Quantity and Rarity % you would want in the game?

Over 100%? 200%? More lol?

Just put as much as possible or aim for a number?

I am asking because of those calculations.

Anyway, what is your "perfect" Q and R Drop percentage?

Last edited by argie#1717 on Sep 2, 2011, 5:45:57 AM
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Rory wrote:
Item Rarity increases the chance for every item that drops to be a Magic item. It can never mean every item that drops is Magic, as it also has diminishing returns through the calculation it uses.

A certain percentage of Magic items that drop become Rare items. At the moment, it is something like 20%. This means as Item Rarity increases, the chance of you getting a Rare item increases in proportion to the chance of you getting a Magic item, but even if you had an infinite quantity of Item Rarity, you would still only have 20% of the items that dropped become Rare.

This is quite ... hmm... not satisfying for me. At first I thought... "Nice, they are keeping everything simple, so 20% increased item rarity really means 20%." Now you are saying that there are dimnishing returns! Well, we can't really establish any optimal number until we know exact formula and how are dimnishing returns are calculated.
:(
Last edited by Hrus#4840 on Sep 2, 2011, 7:33:43 AM
There shouldn't be a need to scale this down because there are diminishing mathematical returns that will naturally occur.

Example 1:
Raising MF from 100% to 150% is two things.
1) Base MF +50%
2) A 50% increase.

The first is our investment, the second thing is our return. In other words, we're now 50% more effective than we were before. That is the value that we actually should care about - not the raw increase, but the end benefit of the raw increase.

Now contrast that to the same investment in a new scenario.

Example 2:
Raising MF from 200% to 250% is two things.
1) Base MF +50%
2) A 25% increase.

We invested/increased our MF by 50%, but we only got an actual increase to our effectiveness by 25%.
(Diminishing Returns)

Is this the effect you referred to, or is there additional coding on top of the basic math that further nerfs MF gains when stacked?
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Nate_Prawdzik wrote:
There shouldn't be a need to scale this down because there are diminishing mathematical returns that will naturally occur.

Example 1:
Raising MF from 100% to 150% is two things.
1) Base MF +50%
2) A 50% increase.

The first is our investment, the second thing is our return. In other words, we're now 50% more effective than we were before. That is the value that we actually should care about - not the raw increase, but the end benefit of the raw increase.

Now contrast that to the same investment in a new scenario.

Example 2:
Raising MF from 200% to 250% is two things.
1) Base MF +50%
2) A 25% increase.

We invested/increased our MF by 50%, but we only got an actual increase to our effectiveness by 25%.
(Diminishing Returns)

Is this the effect you referred to, or is there additional coding on top of the basic math that further nerfs MF gains when stacked?
Pretty sure the diminishing return effect is as you describe, but I'm at home right now so can't check.
Noone answered my question. Please I really need to know.

So, what is the optimal Quantity and Rarity % you would want in the game?

Over 100%? 200%? More lol?

1. What is the maximum of quantity and rarity percentage you can have?

2. I think I already know this, but quantity represents number of items dropped? And rarity is then adjusted to that or?

3. How are Orbs measured? Where is that stat?

Thanks.
Last edited by argie#1717 on Sep 3, 2011, 1:25:52 PM

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