Quote (feanur @ Sep 9 2019 04:40pm)
That's not how the game works.
First, it sets the number of staffmods.
It's 9% (as far as I know) for 3 staffmods, and not 10%. The difference doesn't lie here however.
Then for each staffmod selected, it choses the tier to pick it up from.
Almost as you said : 19% of [start tier +1], 50% chance of [start tier], 20% chance [start tier -1] and 11% chance [start tier -2].
But when the starting tier is tier 1, all rolls (50%+20%+11%) finally leads to tier 1 (because there's no tier 0 or tier -1).
Hence : (81%)^3 for all the 3 staffmods of being part of tier 1.
And then, there's a procedure that rolls among every available skill in the tier.
Suppose 5 skills are available : the first roll will pick any of those skills with 1/5 chance.
But the second pick, if it ends with the same skill, will be rerolled... until a new available skill has been picked up (*).
Finally, chance for the second skill to be chosen is 1/4.
And again for the third pick : 1/3 chance.
Now all those chances do multiplicate : (1/5)*(1/4)*(1/3) = 1/60
But you end up with the same item being +3X/+3Y/+3Z or +3X/+3Z/+3Y or +3Y/+3X/+3Z or ... a total of 6 combinations.
Hence, the final probability is 6 * (1/60) = 1/10 = C(3,5)
(*) Actually : or until 6 tries have been performed, which complicates the calculation. I did not take this fact into account for the above explanation.
Oh, and did you check this calculator ? not about staffmods, but for every other aspect of your project :
http://diablo3./spiel/expansion/itemdb/affix_index.php?lang=en&version=lod&patch=111Good luck !
edit : link shows up properly in the credits of this topic :
https://forums.d2jsp.org/topic.php?t=46086105&f=87Code
The +X bonus is set by a RND[100] (this will give a range of values from 0 to 99) and if the item is an imbue it will add ilvl/2 (drop fractions).
If 90 or above, +3
Between 60 and 89: +2
Lower than 60: +1
The total skills on the item will have been set by a RND[100] and if an imbue add ilvl to that random number.
If 91 or above: 3 skills
Between 71 and 90: 2 skills
70 or lower: 1 skill
If we take what you claim,
81% of 1/5 = 1 / (5 / 0.81)
and then the chance of getting +1-3 on that specific skill is as stated right above.
that's one skill, and what you said about the selected skills assumes one or another skill is picked first and that all of them are on the same tier, which can't be assumed.
so ~1/10 of whatever 1 / (5 / 0.81) is. multiplied with the chance of getting whatever other skill you wanted. It's very, very far from being what you said it would be.
There's no 6 tries, that's just not how it works.
You ask how imbue affects staff mod calcs, it's a big part of this and whatever info you're using as reference is incomplete or wrong
I wrote a little brute forcer to get an idea of what I should be seeing, and my values are right. Plug in the limits and the rules, loop it 9 billion times, print out the odds, compare with the values affixcalc says and what you got, you'll see
As for the calculator, yeah I know about it. It doesn't do nearly as much
This tells you throw, h2h, 2h, etc damage with the mods of the item, defense calcs, max sockets, min ilvl, and loads more
This post was edited by laztheripper on Sep 9 2019 10:18pm