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Expanding on the discussion here: #486
This ticket will serve as the part 1 re-adjustments for the drop tables.
Major Changes
Items that are dropped from mobs will no longer drop normal rarity.
The reason for this is with ARPGs you drop a ton of items, including a ton of normal items. Then you basically get to pick what you want up off the ground. However in terraria you pickup everything nearby so to counter this we are just going to make drops a bit more rare, while also making the likely irrelevant drops completely gone. IE the normal drops. Items can still be made normal through crafting however, and normal items may still be offered in NPC Shops
Tasks
Create a ItemDropper (or something similar) class that we can use to consolidate item dropping logic
Update the logic to be a bit easier to read. Use private consts in the class scope with "Base Drop Percent" and such so easier adjustments can be made. Just so it's not just numbers thrown into the logic
Remove normal rarity from being available in the drops
85% Magic Chance - 15% Rare Chance
NOTE: Do not change drop chances as apart of this effort. We'll adjust in other areas
Adjusting the drop rates dynamically
We want the area level the player is in to effect the drop percent chances. This means that with each boss domain completed items should become more frequent. Monsters get harder, and the player should get more loot the more they progress.
Tasks - [ ] Add Logic to ItemDropper Class to dynamically have drop chances based on the area level
Decided to skip for now
Adding in Currency Drops & Item Type Drop Chances
In order to unlock currency crafting for players we need to introduce currencies in drops. Item types will all have their own drop chances when the mod says "Drop a PoT Item". So the OnKill should say "Drop a PoT Item" and that calls the ItemDropper , and then all the logic is handled there.
Tasks
When the ItemDropper class says that an item will be dropped, then pick a type (90% Gear, 8% Currency, 2% Map)
Once a type is figured out now drop an item that matches that type using the normal rarity selection
Reasonings
Make Drops Great
The text was updated successfully, but these errors were encountered:
Summary
Expanding on the discussion here: #486
This ticket will serve as the part 1 re-adjustments for the drop tables.
Major Changes
Items that are dropped from mobs will no longer drop normal rarity.
The reason for this is with ARPGs you drop a ton of items, including a ton of normal items. Then you basically get to pick what you want up off the ground. However in terraria you pickup everything nearby so to counter this we are just going to make drops a bit more rare, while also making the likely irrelevant drops completely gone. IE the normal drops. Items can still be made normal through crafting however, and normal items may still be offered in NPC Shops
Tasks
NOTE: Do not change drop chances as apart of this effort. We'll adjust in other areas
Adjusting the drop rates dynamically
We want the area level the player is in to effect the drop percent chances. This means that with each boss domain completed items should become more frequent. Monsters get harder, and the player should get more loot the more they progress.
Refer to the table here: https://wiki.pathofterraria.com/en/Drops on the area level and drop chances that should be taken into account.
Tasks
- [ ] Add Logic to ItemDropper Class to dynamically have drop chances based on the area levelDecided to skip for now
Adding in Currency Drops & Item Type Drop Chances
In order to unlock currency crafting for players we need to introduce currencies in drops. Item types will all have their own drop chances when the mod says "Drop a PoT Item". So the OnKill should say "Drop a PoT Item" and that calls the ItemDropper , and then all the logic is handled there.
Tasks
Reasonings
Make Drops Great
The text was updated successfully, but these errors were encountered: