Item mods: Difference between revisions

37 bytes added ,  04:31, 16 October 2023
fixing up the rarities to what they are now
(add mech navbox)
(fixing up the rarities to what they are now)
Line 7: Line 7:
== Mod Rarity ==
== Mod Rarity ==


Each mod has a rarity value of either Common, Uncommon, Rare, or Mega Rare. The rarity of the mod affects its weighted chance of appearing on procedurally generated items within the overall mod pool for that item. The rarities have the following weights.{{Code Reference|namespace=XRL.World|class=ModificationFactory|method=getBaseRarityWeight}}<ref>The actual weights for mods by rarirty are 1000000, 400000, 120000, and 1500, but those numbers have been simplified to the lowest common factors for this article.</ref>
Each mod has a rarity value of either Common, Uncommon, Rare, Rare 2 or Rare 3. The rarity of the mod affects its weighted chance of appearing on procedurally generated items within the overall mod pool for that item. The rarities have the following weights.{{Code Reference|namespace=XRL.World|class=ModificationFactory|method=getBaseRarityWeight}}<ref>The actual weights for mods by rarirty are 100000, 40000, 10500, 1500, and 150, but those numbers have been simplified to the lowest common factors for this article.</ref>
   {| class="wikitable"
   {| class="wikitable"
   ! colspan="2" | Rarity
   ! colspan="2" | Rarity
Line 22: Line 22:
   | R
   | R
   | Rare mods
   | Rare mods
   | 240
   | 210
   |-
   |-
   | M
   | R2
   | Mega Rare mods
   | Rare 2 mods
  | 50
  |-
  | R3
  | Rare 3 mods
   | 3
   | 3
   |}
   |}


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.
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 rare 3 mod, the total weight would be 7813 (2000+2000+2000+800+800+210+3) and the weighted percentage of obtaining mods of a specific rarity would be 76.6% common, 20.4% uncommon, 2.68% rare, and 0.03% rare 3. 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}}
321

edits