Definite item/drop

WoM also already has generous enough chances compared to most other games. Increasing the chances until is guaranteed is way too much too.

im gonna have to agree to this, and there is already some examples of this pity system being used. one example is rupin’s pauldrons drop rates in AR. they start off rare like 1/ 75 and then gradually increase each time they beat rupin until they reach some sort of common item drop rate like 1/5, and then what im assuming is that the rates reset back to 1/75 to balance the game.

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I think a system like the one described in the main post where you just get the drop at a 100% chance after you do the thing to get it so many times is perfect.
It rewards players for effort and doesn’t enable the situation where ungodly bad RNG can just make the game ungodly unfun for somebody.

As NoBanana explained with the power of math, making a 10% drop require 20 kills for the definite drop would only amount to an effective 15% droprate increase.

This would not cause items to be ‘everywhere’, it would cause items to be reasonable because if you’re killing a boss 20 or more items for a single drop then that’s going to get incredibly unfun and tedious really quickly.
Ontop of this, having a system like this would benefit the economy by stopping stuff like boss drops and sunken items from being the only viable currency in the entire market.
This would also prevent previous rare items from immediately becoming worthless every update because they won’t be so ungodly difficult to obtain that nobody is willing to put a reasonable price on them.

The main difference is that you’d have atleast some guarantee that your efforts actually mean something no matter how bad your luck is.

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I agree with your post, but the pedant in me wants to correct one thing:
A pity timer doesn’t actually make items any less ungodly difficult to obtain, that’s what the 15% thing shows. A 2x pity timer is the same as just reducing the sunken chance to 1/1750. Slightly easier, but rares are still going to be a market of their own (and the only real market) because there’s still nothing in the game that comes close to how hard they are to obtain.

Precicely because of the 15% thing, rare items will still immediately become dead content the moment they’re not BiS. Sunkens and boss drops will still be the only viable currency in the entire market.

The only thing a pity timer (meaningfully) does is make the game less cruel to the most unlucky players. It’s purely a feelsgood change.

Can’t argue with that, I’m just hoping that there’s a way to halt this thing where crowns are the most worthless thing in the entire game, as they’ve been completely replaced by items, and trying to trade with them is basically just insulting the other player.

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To fix that, you need a crown sink. Best suggestion for that is probably (expensive) consumables, which can then be used to make it easier/faster/possible to get items that you actually want.

For a bad example I thought of in 3 seconds, “Shiny Bait”, which costs 15 crowns (so you’re fishing at a loss) and has boosted item rates. Just has to be too expensive to use without actively spending time to get crowns, and somehow useful for getting other items.
Speed/luck potions, or a consumable boss radar or something could also work.

For the obsoleting thing, only fix for that is vetex making the droprates higher after the rare item goes obsolete. There’s just no way sunken gear is ever viable after the cap exceeds it - nobody’s spending dozens of hours to get an armour set that obsoletes in the first handful of hours of gameplay.

also this is maybe off topic idk

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no thats skill issue

It’s not a skill issue when it’s about rng :fr:

its literally skill issue that he cant get drops neither trade for it

You’re more stupid then I thought humans could ever become

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1/50 can technically never give you an item if your luck it bad enough

so hard code it at 1/100 you will have a guaranteed item drop

if you cant do 3rd grade math here u go

Can also technically give you an item first try. :>

Pity Timer Chance to Hit Pity Timer of Boss Drops Increase in Overall Droprate
1x rate 35% 1.53x
1.2x rate (like in OP) 28% 1.39x
2x rate 12% 1.13x
3x rate 4% 1.04x
4x rate 1.4% 1.01x
5x rate 0.51% 1.005x

I got different numbers but it’s effectively the same in practice.

Wait I think you were using the drop odds for Sunken instead of Boss Drops.

Pity Timer Chance to Hit Pity Timer of Sunken Drops Increase in Overall Droprate
1x rate 37% 1.58x
1.2x rate (like in OP) 30% 1.39x
2x rate 13.5% 1.15x
3x rate 5% 1.05x
4x rate 1.8% 1.018x
5x rate 0.67% 1.006x
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1/50 has a 36.417% chance not to get it in 50 tries, it’s not that unlucky if you don’t get it.

no, i think he was using the drop odds for a theoretical 1 in infinity item, since he didnt specify any item
(1/e^x) where x is the pity timer multiplier

A 1/infinity item always has a 0% chance of happening…
A pity timer would increase drop rates infinitely…
Pretty sure he was referring to Sunken since it lines up perfectly with Sunken, he probably rounded the .67% to .65% because everything else lines up exactly.

mb, meant limit of x as it approaches infinity, although yea he may have meant sunken

should i add this into the post so people have an idea. (i will credit you)

sure but I do recommend changing the 1.2x to at least 1.5x so boss drops at 1/10 would only lose ~20.5% of their value.

@SparkySalmon_iuayo copy paste this and delete the "~"s

~|Pity Timer|Chance to Hit Pity Timer of Boss Drops|Increase in Overall Droprate|
| — | — | — |
|1x rate|35%|1.53x|
|1.2x rate (like in OP)|28%|1.39x|
|2x rate|12%|1.13x|
|3x rate|4%|1.04x|
|4x rate|1.4%|1.01x|
|5x rate|0.51%|1.005x|

~|Pity Timer|Chance to Hit Pity Timer of Sunken Drops|Increase in Overall Droprate|
| — | — | — |
|1x rate|37%|1.58x|
|1.2x rate (like in OP)|30%|1.39x|
|2x rate|13.5%|1.15x|
|3x rate|5%|1.05x|
|4x rate|1.8%|1.018x|
|5x rate|0.67%|1.006x|