Drop rate issues

Support for the latest build of L2J Server, get help here with installations, upgrades, problems.
Do not post bugs reports here, use viewforum.php?f=77 instead.
There is no support for other server builds than the official provided by l2jserver.com
Forum rules
READ NOW: L2j Forums Rules of Conduct
User avatar
momo61
Posts: 1648
Joined: Fri Jun 06, 2008 2:05 pm
Location: Europe

Drop rate issues

Post by momo61 »

Today I put in a new etcitem as a drop :
  • MobID: 66631
  • ItemID: 6393 (Glittering Event Medal)
  • Min: 1
  • Max: 1
  • Drop Category: 6
  • Chance: 300.000

Code: Select all

SQL:66631   6393    1   1   6   300000
Although, if you kill that mob, you get three copies of that item for some reason.
What could be the reason for that ?

Also, what would be the correct drop chance number to have exactly 50% drop rate ?
User avatar
janiii
L2j Veteran
L2j Veteran
Posts: 4269
Joined: Wed May 28, 2008 3:15 pm
Location: Slovakia

Re: Drop rate issues

Post by janiii »

maybe your drop rate on server? ;)
DO NOT EVEN TRY TO MESS WITH ME!
forum flOOder dancing dEVILoper
I don't give private support - PM will be ignored!
User avatar
Bloodshed
L2j Veteran
L2j Veteran
Posts: 816
Joined: Mon Jun 23, 2008 9:54 am
Location: Dorf Town

Re: Drop rate issues

Post by Bloodshed »

500000 == 50%

if u have a 5x droprate on your server set to 100000 == (10% rate x5 server rate == 50%)
taking a break;
User avatar
janiii
L2j Veteran
L2j Veteran
Posts: 4269
Joined: Wed May 28, 2008 3:15 pm
Location: Slovakia

Re: Drop rate issues

Post by janiii »

on a rate higher than 1x, you cannot be sure that the player will drop only 1 item even when min and max drop count is 1.
on drop rate 5x, the drop is just "dropped" 5 times. so you can drop 1-5 items.
DO NOT EVEN TRY TO MESS WITH ME!
forum flOOder dancing dEVILoper
I don't give private support - PM will be ignored!
Saso
Posts: 55
Joined: Fri Apr 24, 2009 11:53 am

Re: Drop rate issues

Post by Saso »

All these people try to make it so complicated.

Just go in your rates.properties and make sure you got

Code: Select all

RateDropItems = 1RateRaidDropItems = 1
Now if that mob is a champion then you gotta go to l2jmods.properties and edit the rate of item drops of the champion drops.

Now if you got Item Drop rate = 1, then 1 000 000 = 100% chance to drop the item. So Exactly 500 000 = 50% like mentioned above.
User avatar
janiii
L2j Veteran
L2j Veteran
Posts: 4269
Joined: Wed May 28, 2008 3:15 pm
Location: Slovakia

Re: Drop rate issues

Post by janiii »

Saso wrote:All these people try to make it so complicated.
he surelly has not a 1x rate server.. that is why we speak about the drop on a higher rate server. why should he change his server rate because of 1 item drop? he just have to understand the logic behind the drop rate when he sets its to another number than 1.
DO NOT EVEN TRY TO MESS WITH ME!
forum flOOder dancing dEVILoper
I don't give private support - PM will be ignored!
User avatar
momo61
Posts: 1648
Joined: Fri Jun 06, 2008 2:05 pm
Location: Europe

Re: Drop rate issues

Post by momo61 »

I have:

Code: Select all

RateXp = 35RateSp = 100RatePartyXp = 1.2RatePartySp = 1RateDropAdena = 200RateConsumableCost = 1RateDropItems = 5
But why would the mobs drop 3 all the time ? (never 1,2,4,5, but always 3).
_DS_
L2j Veteran
L2j Veteran
Posts: 3437
Joined: Wed Apr 30, 2008 8:53 am
Location: Russia

Re: Drop rate issues

Post by _DS_ »

Droprate system is quite complicated, I recommend search of the old forum for description of the categories "balance" inside single category. Or look in the source.
Commiter of the shit
public static final int PI = 3.1415926535897932384626433832795;
User avatar
momo61
Posts: 1648
Joined: Fri Jun 06, 2008 2:05 pm
Location: Europe

Re: Drop rate issues

Post by momo61 »

i dont get it why its complicated.

I mean we got: minimum and maximum drop values.
simple as that :)
User avatar
janiii
L2j Veteran
L2j Veteran
Posts: 4269
Joined: Wed May 28, 2008 3:15 pm
Location: Slovakia

Re: Drop rate issues

Post by janiii »

momo61 wrote:i dont get it why its complicated.

I mean we got: minimum and maximum drop values.
simple as that :)
and you got drop rate ;) no more simple as that..
DO NOT EVEN TRY TO MESS WITH ME!
forum flOOder dancing dEVILoper
I don't give private support - PM will be ignored!
_DS_
L2j Veteran
L2j Veteran
Posts: 3437
Joined: Wed Apr 30, 2008 8:53 am
Location: Russia

Re: Drop rate issues

Post by _DS_ »

If several items are dropped in the same category, and total sum of drop rates > 100% then rates rebalanced to allow dropping of the any items in category.
Imagine you have category with 50% drop adena and 20% drop suede. On 1x it will drop 5 times adena, 2 times suede and 3 times none from 10 attempts (of course this is sample). Imagine drop rates of this category on 10x ?
Commiter of the shit
public static final int PI = 3.1415926535897932384626433832795;
toastgodsupreme
Posts: 750
Joined: Sun Dec 07, 2008 7:01 pm
Location: Poland

Re: Drop rate issues

Post by toastgodsupreme »

momo61 wrote:i dont get it why its complicated.

I mean we got: minimum and maximum drop values.
simple as that :)
I recently brought this issue up in another community.

The current drop/modification system IS retarded.

RateDropItems should only affect chance and chance should never exceed 100%.
Items that share the same category SHOULD be called randomly (something akin to what I've done with my champ drops: int itemid = Config.L2JMOD_CHAMPION_REWARD_LIST.get(Rnd.get(Config.L2JMOD_CHAMPION_REWARD_LIST.size())); ). So that no one item has precedence over any other, even if RateDropItems is set high enough to where multiple items in a category are at 100% each.

If they wanted to alter the AMOUNT OF ITEMS dropped, they should've added an appropriate config named something like RateDropItemCount. That way if you had an item that was set to drop 2-5 of itself total (min and max amounts in droplist), and you have RateDropItemCount = 2, then it would be 4-10.

That's logical. Rate would handle chance, chance would never exceed 100% no matter how high the modifier, and ItemCount would handle item count.

BUT... everyone is used to how it is now and no one wants to fix it.

Don't worry though, you're not the only one who thinks the current implementation is a bit... well... you know.
User avatar
momo61
Posts: 1648
Joined: Fri Jun 06, 2008 2:05 pm
Location: Europe

Re: Drop rate issues

Post by momo61 »

@_@

my solution: bring the prices up in the shops x 3 ^_^
That way people can get the 3 glittering event medals/monster for all I care.
xanthos
Posts: 24
Joined: Wed Apr 30, 2008 12:23 pm

Re: Drop rate issues

Post by xanthos »

momo61 wrote:Today I put in a new etcitem as a drop :
  • MobID: 66631
  • ItemID: 6393 (Glittering Event Medal)
  • Min: 1
  • Max: 1
  • Drop Category: 6
  • Chance: 300.000

Code: Select all

SQL:66631   6393    1   1   6   300000
Although, if you kill that mob, you get three copies of that item for some reason.
What could be the reason for that ?

Also, what would be the correct drop chance number to have exactly 50% drop rate ?
Change:
[*]Chance: 300.000
To:
[*]Chance: 100.000 and they will drop 1
User avatar
Bloodshed
L2j Veteran
L2j Veteran
Posts: 816
Joined: Mon Jun 23, 2008 9:54 am
Location: Dorf Town

Re: Drop rate issues

Post by Bloodshed »

100.0000 = 100%
taking a break;
Post Reply