I have changed the rates listed in _RefDropClassSel_RareEquip to a multiple of 14.99 (default). No matter how high I go, it doesn't seem to effect my SOX drop rates. Still too low.
So I changed "Rarity" in _RefObjCommon from 2 to 3. However, this makes my SOX drop rate way too high. So I left rarity at 3, and changed my other setting back to 14.99 in _RefDropClassSel_RareEquip. Still too high.
Does anyone have any information to find a good "medium" setting for SOX drops?
My idea is to have SOM common, but SOSun somewhat rare.
Doesn't make sense. In _RefObjCommon, all rare items are assigned Rarity=2 by default. Only if I change to 3, will it increase drop rates. Changing _RefDropClassSel_RareEquip doesn't seem to do anything.
I test each setting by letting a bot run for about 8 hours.
With sun items, I set rarity=2 (default) _RefDropClassSel to 1, still no drops yet. I tried changing higher than 1, and nothing.
I guess I'm just having a hard time understanding how the server calculates the drop rate for rare items. Is there a guide that explains this?
At some point it starts counting from 0 again, so it is not 1499, but also not 100%, it could be anything.
Quote:
Originally Posted by Colb
Doesn't make sense. In _RefObjCommon, all rare items are assigned Rarity=2 by default. Only if I change to 3, will it increase drop rates. Changing _RefDropClassSel_RareEquip doesn't seem to do anything.
I test each setting by letting a bot run for about 8 hours.
With sun items, I set rarity=2 (default) _RefDropClassSel to 1, still no drops yet. I tried changing higher than 1, and nothing.
I guess I'm just having a hard time understanding how the server calculates the drop rate for rare items. Is there a guide that explains this?
Rarity = Sealed (0 = normal, 2 = sealed, 3 = set item)
Item Class = Tier of seal (just like a normal weapon tier)
Remember that the _RefDropClassSel is split by levels and ItemClass (tiers). Are you sure you are setting the proper value on the proper level and tier?
Can you share how it looks currently your _RefDropClassSel table?
You are probably changing it all server-sided and you don't notice the changes ingame. Try changing the rarity to 3 on the client-side and see how a rarity 3 item looks like
As Synx said you gotta make sure that both, the monster level and ProbGroup matches column-row-wise with the desired drop chance »
Code:
SELECT r.ID, r.CodeName128, r.ReqLevel1, ItemClass 'DropGroup', CEILING(ItemClass / 3.0) 'Degree' FROM _RefObjCommon r JOIN _RefObjItem i on r.Link = i.ID WHERE TypeID1 = 3 AND TypeID2 = 1 AND TypeID3 BETWEEN 0 AND 12 AND Rarity > 0
EDIT:
1 = 100%, you already screwed your drop chances ;D
Alright. I made a query and reset all RARE items Rarity=2 (which, as you said, indicates sealed).
I then changed my rare drop rates as indicated in the picture:
Now, for testing purposes, I set my server drop rate to 600x. So I should be getting a lot of SOX drops on mobs from 76-90. But after an hour of botting on 87 mobs, I haven't had a single one.
Is it possible that something was changed in the specific mob drops?