Another Chardok gripe...

Problem with pathing,spawns etc - post here
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Tyler
Posts: 4365

Re: Another Chardok gripe...

Post#21 » Sun Aug 09, 2009 7:29 pm

You are wrong Lillu. Funny thing is, i was thinking the exact same thing when we started with PEQ Editor etc.

It's like this

Chance to drop 100% - means the mob will drop an item from this loot table 100% of the time it dies.

Then the % chance is listed of what can drop. Now if something is listed here with 30% and the rest only ranges between 3-7% you can guess what will drop alot - the Item with 30%.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Tyler
Posts: 4365

Re: Another Chardok gripe...

Post#22 » Sun Aug 09, 2009 7:34 pm

I removed antiloot from droptable and set drop rate to 70%. So now that's what Lillu wanted.

The named mobs have 70% chance to drop loot. The remaining 30% it will drop nothing. It's not possible to create and "if then else" construct with loot tables.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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TheBloodmoon
Posts: 391

Re: Another Chardok gripe...

Post#23 » Mon Aug 10, 2009 1:44 am

Tyler wrote:I removed antiloot from droptable and set drop rate to 70%. So now that's what Lillu wanted.

The named mobs have 70% chance to drop loot. The remaining 30% it will drop nothing. It's not possible to create and "if then else" construct with loot tables.


I like the idea of antiloot, don't get me wrong. But it's really the same thing as having no loot, so this works just as well. I figured something was goofy with the statistics of this drop, considering that allah doesn't show it as being on a seperate loot table with different percentage chance to drop. It's too bad though that you can't isolate it as the "if no real loot, then antiloot". Oh well.

Still, I would prefer seeing the items tied to specific mobs in the zone. Maybe 2 pieces of real loot per named (slot piece and aug piece or another slot piece), with antiloot being the third piece on the table. That would probably guarantee better statistics of 1/3 chance at antiloot, and 2/3 chance of real loot. Would make camping loot in this zone easier, too, especially if you're after ONE specific piece instead of wasting hours for a TINY chance at getting the one piece you want.
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Topsy
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Re: Another Chardok gripe...

Post#24 » Tue Aug 11, 2009 3:45 am

no more anti-loot. I'm happy.

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