Loot system

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Drop chance

Drop chance determines the chance to obtain something upon killing an enemy or opening a chest. You can obtain only one item per enemy or chest but this excludes gold and there is no limit for ultra rare items.

The loot system is also contribution based and measures the threat the target has against you compared to the total threat to all targets. E.g. if the target has 1000 threat against all targets but 400 against you, you gain only 40% of experience, chance to get loot, etc. the contribution system affects:

Pet's threat is completely ignored from both, your contribution and total contribution.

Equipment

Outside of a few exceptions, all equipment item drops from enemies and chests are randomly generated. Their item level depends purely on the enemy level or the chest level.

Rarity generation

Most of the loot sources can drop equipment of only 3 or 4 different rarities. Every enemy and other loot sources have a different drop rates.

Chests rarity chance (does not affect temporary chests, e.g. rift chests)

Items always start their rarity rolls from the best one avaiable first before rolling worse rarities. You can increase your chances with luck and rarity potions.

Example:

There's an item with 1% Rare chance and 9% Uncommon chance. When the item drops, it tries a Rare roll first - if it hits in the 1% chance, the item will be Rare, otherwise it does the same with Uncommon chance. If the item fails all rarity rolls, it drops with the lowest possible rarity of it's source.

Stat generation

Item level generation

Lowest possible item level, rounded to full number =

Highest possible item level, rounded to full number =

Item generates its item level somewhere in this range, rounded to nearest full number.

Item spread

Not every equipment piece is equal. Pieces for some slots can add different amount of stats than others based on their stats spread.


Stats

Every time a new item is generated, it generates a base stat value with this formula:

Base stat value example
Item level Stat value
1 1
5 1.26247696
10 1.689478959
15 2.260903956
20 3.025599502
25 4.048934641
30 5.418387899
35 7.251025276
60 31.12046307
70 55.7320096

Secondary stats heavily depend on the item's rarity as with every better rarity tier, the item gains an additional secondary stat.

Rarity multipliers
Rarity All Stats multiplier Amount of secondary stats Item value multiplier
Common 1 0 10
Uncommon 1.05 1 20
Rare 1.1 2 40
Epic 1.2 3 80
Legendary 1.35 4 160
Celestial 1.5 5 320

All stats are affected by the rarity multiplier and the base value. Percentage based stats (critical damage, haste, etc.) and armor are generated as rating.

Equipment also multiplies the result base stat value by a specific multiplier for each stat regardless of whether it's a flat value stat (Power, Vitality, etc.) or rating.

Stat multipliers
Stat Value
Weapon attack 4
Power 30
Vitality 30
Critical chance 40
Critical damage 150
Hitpoints 25
Haste 30
Luck 100
Mana regeneration 40
Evasion 25
Cooldown rate 25
Armor 20
Havoc 40
Torment 40
Precision 40

Specific equipment pieces are also affected by stats spread.

Final stat calculation formula:

When it comes to main stats, they can be also multiplied depending on the item type. Equipment can exist in 3 variants

  • Offensive
  • Balanced
  • Defensive

These variants are tied to the item so you can't get the same item in multiple different variants.

Item variants multipliers
Variant Armor multiplier Attack multiplier Power multiplier Vitality multiplier
Offensive 0.7 1.15 1.15 0.7
Balanced 1 1 1 1
Defensive 1.3 0.85 0.85 1.3

Value

Item value is generated based on:

Value spread multiplier
Equipment type Multiplier
Weapon 0.25
Off hand 0.12
Helm 0.09
Chest 0.15
Legs 0.1
Shoes 0.06
Cloak 0.06
Gloves 0.05
Rings 0.06

The value is calculated by: