There are no Chain Gloves at all. Currently it is you assuming that they are there. This won´t be provable at this point though
I am very skeptical towards new patterns and always try to find matches between them
Provable facts are that 2 out of 5 to 8 items match and out of 158 patterns there is just one other pattern that
seems to behave the way you tried to describe (short range of "fixed items" and a completely variable range of "further items")
User from another forum - that actually has some valuable input on this topic - has a point on this that might lead to a new perspective:
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It was probably a locked chest. Awhile back it was found out that locked chests have a different pattern sequence because they go through an extra drop cycle. Each chest has a seed rolled (between 0-65536). But there is additional 2^16 potential patterns that occur under the 20% locked chest ratio. It would theoretically take:
100/20*(2^16)+(2^16 + ((2^16)*0.2)) = 668,468 runs
to reach all combinations.
I am trying wrap my head around this and try to identify other patterns that indicate that something like this is going on currently using this "20% locked chest ratio"
Well, at least this discussion leads to the insight that this will be hard to solve completely without more knowledge on drop possibilities, locked chests and cycled generation of patterns
For the start it would be good to know how many times a chest is locked? 1/5 (so 20%)?
Edit: I think I found it
According to Rune Finder Guide by Urlik (with info by Jarulf) the "Locked Chance" on "Super Objects" is 19% in LK
This would conclude that out of the 400 screens that I have so far, currently about 75 screens were taken from locked chests
Let´s see what we can do with this info..
Edit:
This is some info about drop generation for super chests. I just post it here so that I don´t lose it
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First, the game will check if the chest is locked, and if so, unlock it if you have a key or are an assassin.
Second, the game sets the number of drop cycles from the appropriate Chest TC to 2 if locked (up to 8 item drops), otherwise to 1 (up to 4 item drops).
Next, the game tests for a flag in the initialization routine. Special Chests always have this flag set. If it is set, there is a 5% chance that the game will make the desired quality of the drops rare, otherwise (95% chance) the desired quality will be magic. If the flag is not set there is no desired quality and the game will pick quality normally, applying MF and so on (Type I Ordinary Objects).
After that, the game will make a random chance to drop at all. 75% of the time it will drop. The other 25% of the time, it will only drop if the flag is set or if the chest was locked. Next, the game will make either 1 or 2 actual Chest TC drop cycles (depending on if it is locked or not), with a possible desired quality as mentioned above. If the object is a Special Chest AND none of the previous Chest TC drop cycles (1 or 2) passed a magical+ test, it will make up to 10 more Chest TC drop cycles with a possible desired quality as mentioned above. As soon as 1 of them passes a magical+ test, the 10 attempts are aborted.
Note: Empirical evidence suggests that most Special Chests stay that way and remain in the same place on the map; however, some may intermittently switch to behaving like a Type 1 Ordinary Object from run to run (I observed this in the Maggot Lair). I believe this behaviour is related to the initialization flag that Jarulf discovered. The conditions for how and when the flag is set need to be investigated further.
This post was edited by NickMan on Oct 10 2017 01:54am