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Some maths for the LEGS DROP PER HOUR DEBATE

Hi, Thank you for sharing.

The drop rate bonus in the tread is incorrect. A blue post just confirmed its 15% multiplicative increase in drop rate per torment level increase.
source: q about rifts buff - Forums - Diablo III

So the bonus to legendary drop rate is (outside of rift)

T1: 15.00%
T2: 32.25%
T3: 52.09%
T4: 74.90%
T5: 101.14%
T6: 131.31%
 
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no math just fucking RNG...one day you can get 5 legs/hour another day nothing...
 
i got 4 in space of 10 mins yest, then today 4 over the space of 6 hours

rng is rng
 
i got 4 in space of 10 mins yest, then today 4 over the space of 6 hours

rng is rng

Not trying to be rude, but you realize that RNG's require a modifier to make them "random"...right? They can easily use % based equations to modify the effective random value of their RNG. So it could easily be as the blue-name says.
 
Not trying to be rude, but you realize that RNG's require a modifier to make them "random"...right? They can easily use % based equations to modify the effective random value of their RNG. So it could easily be as the blue-name says.

sure
 
for me in t2 its 1 per hour fixed
sure if you begin and find the first in 10mins it will say 5 per hour but if i play many hours thats the chance allways no matter the class

the real question is with those % that the friend says is it worth it considering the difficulty to play in higher tor? if you calculate the extra health and damage of mobs probably not
 
Just went Nephalem Rift T5 with my friends (party of 4).

No leg (all of us got no leg at all) except forgotten soul.

...
 
Not trying to be rude, but you realize that RNG's require a modifier to make them "random"...right? They can easily use % based equations to modify the effective random value of their RNG. So it could easily be as the blue-name says.

not true. By name RNG is random number generator - in some circumstances it is TRUELY random(there is no seed), even though yes that's very hard to do on a computer, it is possible. On a side note, it could be based on time, how many legs have dropped, etc, but it will still be completely random. Now if it had a modifier outside of the seed then it would make sense, but we've seen the alg, and it doesn't. It's random. RNG is RNG.
 
Well there's a good post about drop rate and rewards in D3 general forum pointing out how D2 worked = higher difficulty meant more and better rewards while D3 = higher difficulty means actually less reward unless you're already over geared for it. Since you have to kill at the same rate as in lower difficulty to benefit from increased drop rate. If you kill slower it's actually worse. I think Loot 2.0 and remove of AH make D3 step closer to D2 but still not there yet. Hope devs listen.
 
Well there's a good post about drop rate and rewards in D3 general forum pointing out how D2 worked = higher difficulty meant more and better rewards while D3 = higher difficulty means actually less reward unless you're already over geared for it. Since you have to kill at the same rate as in lower difficulty to benefit from increased drop rate. If you kill slower it's actually worse. I think Loot 2.0 and remove of AH make D3 step closer to D2 but still not there yet. Hope devs listen.

Comparisons won't work. D2 didn't have anything like Torment6, even before the big runeword patch. PvE wasn't a challenge. They introduced the ubers for that, but even then it wasn't difficult for a well geared champ, and trivial for Paladin+Smite+Exile+Last Wish (literally seconds). If you are going to compare, compare Hell to Torment1. D2 doesn't have any options or challenges beyond that.

Issue is simple, if they scale T6 MF correctly, people will bitch. People who are ahead will just get further ahead faster, which doesn't work well especially in ladder (once it hits). Gotta give someone a chance to catch up - you can grind efficient EXP or you can grind efficient items. It's not like the best farming runs in D2 were difficult... T6 gives players a challenge to push towards, and a scale to rate how strong their champion is. Saying you can clear T4 means something, while a well geared vs near perfect light sorc in D2 would have a 2-5 second difference in dropping Baal.

not true. By name RNG is random number generator - in some circumstances it is TRUELY random(there is no seed), even though yes that's very hard to do on a computer, it is possible. On a side note, it could be based on time, how many legs have dropped, etc, but it will still be completely random. Now if it had a modifier outside of the seed then it would make sense, but we've seen the alg, and it doesn't. It's random. RNG is RNG.

RNG doesn't have to be truly random for this - that's only needed for crypto-based problems. The number of 'rolls' each server has to do makes true randomness far too expensive. These are indeed seeded, but determining the PRNG's 'state' is practically impossible in this situation (predicting the state would allow you to start predicting when it will 'roll' certain values).

The way 'modifiers' work is simply modifying the ranges of roll results to determine the solution. They have no effect on how the PRNG actually determines a random number.
 
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