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Jun 14 2020 01:19pm
Been 10 years for me. Anyone figured out the % chance for rarity from Magical up to Unique?

What about the % chance of stats from 1%-20%, 21-40%, etc for EE or whatever?

If it was completely random we would get a healthy mixture of magical/unique drops so there's definitely a set drop rarity rate and set stat chance %'s. Just wondering if it was ever released or if someone took the time to come up with rough numbers.
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Jun 14 2020 01:36pm
I think I find an unique every 40 climbs or so (rough estimate). So let's say we kill about 4k monsters per climb; so that'd mean 1:160,000 chance for an unique. Just a very rough estimate from me.
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Jun 14 2020 01:42pm
Quote (pwb3 @ Jun 14 2020 03:36pm)
I think I find an unique every 40 climbs or so (rough estimate). So let's say we kill about 4k monsters per climb; so that'd mean 1:160,000 chance for an unique. Just a very rough estimate from me.


Yeah, but then I found a unique on the first climb I've done in 10 years over the last couple days, around 4k killed as well. I'm guessing the drop rate is somewhere inbetween. I wouldn't mind knowing the offical drop rates Paul programmed in.
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Jun 14 2020 01:51pm
Quote (shadowman1 @ Jun 14 2020 12:42pm)
Yeah, but then I found a unique on the first climb I've done in 10 years over the last couple days, around 4k killed as well. I'm guessing the drop rate is somewhere inbetween. I wouldn't mind knowing the offical drop rates Paul programmed in.


We might as well ask him to tell us exactly how magic luck works. :)

I definitely have noticed a boost in higher stat items since an update from like... 5 years ago (can't remember). It's easier to find an unique now than, say, 10 years ago. I found a relic in last climb, and another relic like 2 climbs before that.
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Jun 14 2020 02:12pm
Quote (pwb3 @ Jun 14 2020 03:51pm)
We might as well ask him to tell us exactly how magic luck works. :)

I definitely have noticed a boost in higher stat items since an update from like... 5 years ago (can't remember). It's easier to find an unique now than, say, 10 years ago. I found a relic in last climb, and another relic like 2 climbs before that.


True, I suppose. I'd get not explaining it if we can figure it out for ourselves but unless he gives us the source code (LOL NAH) we can't figure it out and therefore have no idea how much ML affects drop rates. Obviously the source code is not going to be given to us so why not have a little descriptor like:

ITEM DROP RATES:

5/18th chance to drop item

White 16%
I 22%
II 14%
III 11%
IV 5%
V 2%
VI 1.08%
VII 0.41%

Etc...

Same thing with rarity percentages.

Then something like:

MAGIC LUCK MODIFICATION

ML ÷ 40 added to drop % for tiers X-XIV and subtracted off tiers I-VII. Tier VIII and IX no change. ML ÷ 100 added to rarity % for tiers 7-12 and subtracted off tiers 1-6.

This post was edited by shadowman1 on Jun 14 2020 02:13pm
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Jun 14 2020 02:21pm
Group runs: What % with or without Magic Luck in a Normal or Guild Only run?

To answer, I don't think anyone did, but if they did, most of them would have tried to work it out over 5 years ago, thus it would be incorrect with how the game is now.

This post was edited by izParagonzi on Jun 14 2020 02:22pm
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Jun 14 2020 02:26pm
Quote (izParagonzi @ Jun 14 2020 04:21pm)
Group runs: What % with or without Magic Luck in a Normal or Guild Only run?

To answer, I don't think anyone did, but if they did, most of them would have tried to work it out over 5 years ago, thus it would be incorrect with how the game is now.


Something like:

Normal: See Above

Group: 1 ÷ 100 added to tiers 7-12 and subtracted from tiers 1-6 per players in group over 1.

Guild Only: ADDITIONAL 1 ÷ 100 added to tiers 7-12 and subtracted from tiers 1-6 per guild players in group over 1.
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Jun 14 2020 02:35pm
Quote (shadowman1 @ Jun 15 2020 08:26am)
Something like:

Normal: See Above

Group: 1 ÷ 100 added to tiers 7-12 and subtracted from tiers 1-6 per players in group over 1.

Guild Only: ADDITIONAL 1 ÷ 100 added to tiers 7-12 and subtracted from tiers 1-6 per guild players in group over 1.


And I am saying that a lot has changed over the years... like Whites used to spawn when you encountered EPs, now they don't, Whites use to spawn on Objective monsters and we use to hunt NMNM, but don't drop now, BUT, certain objectives (if this has not changed) they will drop whites, like the Shamans did (maybe still do but I only solo).

So it would be nice if Paul could give us the information on how it works now, but I am answering your question if "anyone knows" or "tried to work it out".

I was AWOL for over 2 years, came back, but seems to still be the same as to then. Don't know about Shamans or other objectives like 4 corners dropping whites though.
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Jun 14 2020 02:37pm
Quote (izParagonzi @ Jun 14 2020 04:35pm)
And I am saying that a lot has changed over the years... like Whites used to spawn when you encountered EPs, now they don't, Whites use to spawn on Objective monsters and we use to hunt NMNM, but don't drop now, BUT, certain objectives (if this has not changed) they will drop whites, like the Shamans did (maybe still do but I only solo).

So it would be nice if Paul could give us the information on how it works now, but I am answering your question if "anyone knows" or "tried to work it out".

I was AWOL for over 2 years, came back, but seems to still be the same as to then. Don't know about Shamans or other objectives like 4 corners dropping whites though.


Yeah, I mean, it'd just be nice to have some of the important variables fleshed out.
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Jun 14 2020 02:44pm
this is unlikely to ever get "fleshed out" due to variances in the events.
Some events cause items with more stats to be dropped regularly.


Not sure why it particularly matters, more really about the drop rate of high stat items which should be of more interest and trying to attach these to events as there's still no obvious answer as to whether monster difficulty improves the stat quality
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