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The actual percentage chance of a mod depends on the | The actual percentage chance of obtaining a particular mod depends on the rarity of each mod in the overall pool of potentially applicable mods for an item. For example, in a pool of 3 common mods, 2 uncommon mods, 1 rare mod, and 1 mega rare mod, the total weight would be 7843 (2000+2000+2000+800+800+240+3) and the weighted percentage of obtaining mods of a specific rarity would be 76.5% common, 20% uncommon, 3.1% rare, and 0.4% mega rare. The exact pool of mods varies for each type of item, such as a grenade or a pair of boots. | ||
In addition to rarity, some mods have a "Native Tier", which represents the lowest tier of item that the mod is likely to appear on. It is still possible for the mod to appear on lower-tier items, however the weighted chance of a mod appearing on items is significantly reduced for items below the mod's native tier. ('''Weight ÷ ((ModNativeTier - ItemTier) * 5)'''){{Code Reference|namespace=XRL.World|class=ModificationFactory|method=ApplyModifications|name=ApplyModifications}}{{Code Reference|namespace=XRL.World|class=ModificationFactory|method=getTierRarityWeight}} | In addition to rarity, some mods have a "Native Tier", which represents the lowest tier of item that the mod is likely to appear on. It is still possible for the mod to appear on lower-tier items, however the weighted chance of a mod appearing on items is significantly reduced for items below the mod's native tier. ('''Weight ÷ ((ModNativeTier - ItemTier) * 5)'''){{Code Reference|namespace=XRL.World|class=ModificationFactory|method=ApplyModifications|name=ApplyModifications}}{{Code Reference|namespace=XRL.World|class=ModificationFactory|method=getTierRarityWeight}} |