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Replaced the "detailed explanation" section with a link to the drop mechanics page
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(Replaced the "detailed explanation" section with a link to the drop mechanics page)
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== What is the droprate in PD2? == <!--T:20-->
The droprate is equivalent to vanilla's /players5players 5 for solo play, and scales up per player until it is slightly above the equivalent of vanilla's /players8players 8 when there is a full game of 8 players.
 
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A more detailed explanation of drop mechanics can be found [[Game_Mechanics#Item_drop_mechanics|here]]
Rune TCs are the same as in vanilla, so [https://discord.com/channels/701658302085595158/739761245074489355/829461448509358111 rune droprates are the same]. Miniscule differences may exist in some cases due to new valuable items such as [[Larzuk's Puzzlebox]] being able to drop.
 
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'''Detailed Loot explanation taken from PD2 Discord by madinsane:'''
<pre>Ok, let me clarify how the new drop system works, basically it's p5 (players5) loot but still scales with player count. This amount is much smaller than it previously would've been but as canight (staff member) mentioned at p8 it's around p9ish first how does loot work baseline in vanilla? there are a large number of treasure classes which each have a selection of drop types with associated weightings, a nodrop value and rarity weightings and a number of picks. rarity weightings quite simply are a set of chances for drops of items to be upgraded to a specific rarity nodrop is the chance for that pick to drop nothing this is the important one the picks value says how many times to pick something from this class, so 5 picks will not necessarily drop 5 items but will do 5 rolls and assuming it chose 4 items and 1 nodrop it drops the 4 items (there is a hard drop limit of 6 per monster)
 
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So what does playersX do?. It increases monster HP, monster damage and AR (attack rating), experience gained from each monster and it alters NoDrop chance. NoDrop change is calculated from the following:
 
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Calculate change to drop nothing (NoDrop) from the weights
X is player count (up to 8)
noDropChance^X=new no drop chance
 
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So since chance to drop nothing is decreased its more likely to drop something. Since it only alters NoDrop, treasure classes that have NoDrop=0 are never affected by player count (not in vanilla and not here) What we have done is altered the base values of the treasure classes so they are baseline equivalent to what p5 drop chances would be. This means in the best case of 80% NoDrop in a class, baseline in pd2 it has a 32% NoDrop. The big difference between this and just setting loot to p8 or p5 is that more players will always increase loot but the relative difference between p1 and p8 are dramatically lower with p5 base loot and 8 players its close to p9 (though not exactly, its hard to give exact values as it ranges greatly between the different NoDrop chances) and since loot is capped at 6 per monster still it won't be as crazy an increase as it might initially seem. In summary you still get overall loot increases from more players like vanilla but not as much so its not required but still rewarded and a solo player will still get significantly more loot than vanilla but a bit less than p8.</pre>
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== What is the resolution that PD2 runs in? == <!--T:47-->