[eINFO] On the Rarity of Items and Abilities

I have been poring over the xml as I make my new items and abilities. I thought I'd share what I've found regarding the rarity values, in case it would help anyone.

(FOR ITEMS) It seems like the rarity is controlled by these two variables:

<Liklihood>200</Liklihood>
<RarityDisplay>Rare</RarityDisplay>

Now, I've seen various "Liklihood" numbers for different "RarityDisplays," such as

250+ - 400 Common (gray)

200 - 250 Uncommon (yellow/gold)

150+ - 200 Rare (orange/red)

100+ - 150 UltraRare (dark red)

0               Unique (purple)

 

This said, there are instances where there are UltraRares at 250 and Rares at 200+

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As for abilities, for some reason, the xml is slightly different:

<Likelihood>200</Likelihood>
<RarityDisplay>Uncommon</RarityDisplay>

*notice the "e" in Likelihood, why? (this is the correct spelling)

Does this mean that in one set they may work and the other they don't? Two separate variables for the same objective?

"Likelihood" ratios for abilities seem to be as follows:

400 - 600 Common

200 Uncommon

100 Rare

5 Rare (Path of the .... abilities)

 

Notice there are no UltraRares nor Uniques. 

===========================================================

I have noticed that the abilities I created, although working as intended, when a sov or champ hits the level prereq:

<Prereq>
<Type>UnitStat</Type>
<Attribute>UnitStat_Level</Attribute>
<Value>9</Value>
</Prereq>

The ability, without fail, becomes a choice, though I have set all my new abilities to 50 or 100.

123,115 views 40 replies
Reply #1 Top

I believe the likelihood is the only thing that matters, the rarity is only for tooltip colours and "visual" cues.

Try setting it to level 3 instead to see if it always appears. Level 2 is path choices only, as you can see. My reason is that if you pick only one path you should be running out of paths around level 9.

Reply #2 Top

Lol, thanks for figuring out why my items weren't ending up in the general item pool!

For items, armor and accessories use <Likelihood>200</Likelihood> but weapons use <Liklihood>250</Liklihood>. I think the weapons have the wrong tag. I never get random weapons in games.

Reply #3 Top

Actually, I just tried another test run and this is the first time I did not get one of my new abilities as a choice at level 6 or 9, so it is working, though it was Likelihood 50.

 

As a side note, I modded the adventurers guild to provide a constant percent instead of a base number. 1 exp (maybe) at level 5+ means nothing. Now, governors are not completely useless when they sit in your cities and do their jobs:

<GameModifier>
<ModType>StationedUnitStatBonus</ModType>
<StrVal>UnitStat_Experience</StrVal>
<StrVal2>OnlyChampions</StrVal2>
<Value>5</Value>
<Operator>%</Operator>

 I noticed in other files that use a % to adjust something that operator didn't use a number and just had the symbol. Whereas, the normal guild is this:

<GameModifier>
<ModType>StationedUnitStatBonus</ModType>
<StrVal>UnitStat_Experience</StrVal>
<StrVal2>OnlyChampions</StrVal2>
<Value>1</Value>
<Operator>25</Operator>

So I changed the value to what I wanted the percent to be and changed operator to % and it works exactly as intended, except I forgot the double building thing... but that's minor

Reply #4 Top

You can also use <Multiplier> instead of <Value>, where <Multiplier>1</Multiplier> is no change.

Reply #5 Top

and remove operator altogether or leave it in there?

Reply #6 Top

Just generally for other modifiers. These are the same.

            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Multiplier>1.50</Multiplier>
            </GameModifier>

 

            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Value>50</Value>
                <Operator>%</Operator>
            </GameModifier>

 

in that particular modifier, it seems the operator tag can be used for two different purposes. If you'd want a 25% chance to increase by 50% you can use multiplier and operator.

 

Reply #7 Top

Ah awesome, thank you.

 

Quoting Heavenfall, reply 2
 I think the weapons have the wrong tag. I never get random weapons in games.

 

So do you think that if we were to change the <Liklihood>250</Liklihood> tag to <Likelihood>250</Likelihood> (it's very simple) that randos would start dropping?

Reply #8 Top

Probably, yeah.

Reply #10 Top

These are the colours for the rarity information tags. They can be found in the elementaldefs.xml.

        <!-- Rarity colors -->
        <!-- The first one will be the default for perks/items that do not have one specified -->
        <RarityDisplay>Common:163,154,143</RarityDisplay>
        <RarityDisplay>Uncommon:207,163,11</RarityDisplay>
        <RarityDisplay>Rare:219,94,11</RarityDisplay>
        <RarityDisplay>UltraRare:157,19,19</RarityDisplay>
        <RarityDisplay>Unique:186,30,179</RarityDisplay>

It really is just a visual cue for the player. Looks like we can create our own as well.

Reply #11 Top

Awesome research guys. Thanks for your efforts.

Reply #12 Top

I updated all my item and weapon files to fix this typo. I'm now getting weapons as drops. Nice find.

Reply #13 Top

Did you do it in the core or as a mod? I did mine in core and I am wondering if it is working... An aside, enemy champs drop items and such but never lose them. Thus, I have 4 of the same cloak from killing the same champ four times. 

Reply #14 Top

Quoting EviliroN, reply 3
Actually, I just tried another test run and this is the first time I did not get one of my new abilities as a choice at level 6 or 9, so it is working, though it was Likelihood 50.

 

As a side note, I modded the adventurers guild to provide a constant percent instead of a base number. 1 exp (maybe) at level 5+ means nothing. Now, governors are not completely useless when they sit in your cities and do their jobs:


<GameModifier>
<ModType>StationedUnitStatBonus</ModType>
<StrVal>UnitStat_Experience</StrVal>
<StrVal2>OnlyChampions</StrVal2>
<Value>5</Value>
<Operator>%</Operator>


 I noticed in other files that use a % to adjust something that operator didn't use a number and just had the symbol. Whereas, the normal guild is this:


<GameModifier>
<ModType>StationedUnitStatBonus</ModType>
<StrVal>UnitStat_Experience</StrVal>
<StrVal2>OnlyChampions</StrVal2>
<Value>1</Value>
<Operator>25</Operator>


So I changed the value to what I wanted the percent to be and changed operator to % and it works exactly as intended, except I forgot the double building thing... but that's minor

 

This is much needed!

Reply #15 Top

Ron,

Core mod changes. Got a very spiff axe from clearing out a monster site. I did end up with two of those blinding cloaks. Need to look at the numbers to see how rare it is.

Reply #16 Top

btw,

it is evil + iron. not ron. ty, though :)

Reply #17 Top

So Stardock, can you fix all the relevant tags so that weapons can appear as random drops, as they were obviously planned to be?

Reply #18 Top

Shhh! The devs can't hear us in the mods section. Do you want them to know what we are planning?  :X

Reply #19 Top

Thanks for the research guys, was wondering about ultrarares. Too bad there are no ultrarare talents, I believe those should definitely be in and the spelling errors should be fixed :P

Reply #20 Top


Eviliron, wow missed that. :blush:  A thousand pardons. Not enough sleep and too many home issues in the past few days. Really kills the awareness.

Reply #21 Top

This system should be inverted. It's silly that lowering the number increases the rarity; it puts pointless limitations to the system, as you have a distinct maximum rarity of Likelihood==1. If a high value meant a high rarity, you would have much better scalability with drops. Whenever I see stuff like this I wonder how something like this could've been overlooked.

 

Reply #22 Top

Just to point out, I did put UltraRares into the abilities and they do show up as the appropriate colors, so that does work. 

Reply #23 Top

Quoting Sir_Linque, reply 21
This system should be inverted. It's silly that lowering the number increases the rarity; it puts pointless limitations to the system, as you have a distinct maximum rarity of Likelihood==1. If a high value meant a high rarity, you would have much better scalability with drops. Whenever I see stuff like this I wonder how something like this could've been overlooked.

Oh really?

<Likelihood>.0001</Likelihood>
<RarityDisplay>Unheardof</RarityDisplay>

Reply #24 Top

In E:wom likelihood tags worked by rolling against each other. So the numbers weren't added up in a series then rolled randomly once.

How I thought it worked in E:wom: Two items with 100 likelihood

Roll 1-200, if between 1-100 then its item A, if 101-200 its item B

How it really worked

Roll 1-100 once for each, then the one with the highest number wins.

 

Let's say there are 50 items currently in-game, with a likelihood of 150 on average. For an item that you introduce with likelihood 2 to win, those 50 items would all have to roll a 1. Now, I'm no math wiz, but I think that's a one in 1 125 000 chance. How much lower do you want to go?

Reply #25 Top

Quoting Heavenfall, reply 24
In E:wom likelihood tags worked by rolling against each other. So the numbers weren't added up in a series then rolled randomly once.

How I thought it worked in E:wom: Two items with 100 likelihood

Roll 1-200, if between 1-100 then its item A, if 101-200 its item B

How it really worked

Roll 1-100 once for each, then the one with the highest number wins.

 

Let's say there are 50 items currently in-game, with a likelihood of 150 on average. For an item that you introduce with likelihood 2 to win, those 50 items would all have to roll a 1. Now, I'm no math wiz, but I think that's a one in 1 125 000 chance. How much lower do you want to go?

 

Oh really?

<Likelihood>.0001</Likelihood>
<RarityDisplay>Unheardof</RarityDisplay>


:grin: