![]() Originally posted by bastien:The spawn probabilities for the different parts of an item seem to follow the same pattern as the loot described in the articles from Paul Hellquist. However, re the sandhawk, the probabilities are consistent with my tests. So the probabiltiy for SMG_Elemental_None is 100 / (100 + 4 * 10) = 71%.Įdit : these are just my interpretations of the info i have gathered with the Community Patch, so i might be wrong. for each of the 4 other (SMG_Elemental_Fire, SMG_Elemental_Corrosive, SMG_Elemental_Shock, SMG_Elemental_Slag) : Weight_2_Uncommon (=10) SMG_Elemental_None : Weight_1_Common (=100) So the probabiltiy for SMG_Accessory_None is 200 / (200 + 6 * 10) = 77% for each of the 6 other (SMG_Accessory_Bayonet_1, SMG_Accessory_Body1_Accurate, SMG_Accessory_Body2_Damage, SMG_Accessory_Bod圓_Accelerated, SMG_Accessory_Stock1_Stabilized and SMG_Accessory_Stock2_Reload) : Weight_2_Uncommon (=10) SMG_Accessory_None : Weight_0_Ver圜ommon (=200) The accessory parts for the sandhawk are weighted : The spawn probabilities for the different parts of an item seem to follow the same pattern as the loot described in the articles from Paul Hellquist. It never occurred to me that there might be some hidden numbers weighting the drops. More of the non-corrosive ones followed until I got fed up. I ended up with a mixture of well over 25 explosive, incendiary and shock 'nades before I saw the first and only corrosive one. Drop rates were about 10%, but the actual elemental flavours were not evenly distributed. Originally posted by z00t:Right after the patch that fixed Boll dropping the Fastball, I went on an extended OP8 farming spree. Until you get bored, or get one that suits your needs. Nothing? Save, quit, restart and do it all again. Fast travel to the map, spawn a technical and about 12 seconds later you are there, and 10 seconds later you are seeing if he dropped anything. Out of the large number I farmed, most were rejected as being not as good as they could be.įarming Boll can be done very quickly. I fully agree with Cyanity - you are in for a long haul if you want a maxed out version of any particular flavour. Some have high damage and distinctly meh or actual crap DOT numbers. Damage numbers are very variable - high damage does not mean high DOT as well. More of the non-corrosive ones followed until I got fed up.Īll of them have insane damage - up to 28 million or so at OP8. Right after the patch that fixed Boll dropping the Fastball, I went on an extended OP8 farming spree. ![]() ![]() This means that you'll have to kill Boll 650 times (on average) to get the best possible explosive fastball. 15% chance of getting the best explosive fastball per kill. The tier starts at 3 for this grenade, so there's a 1/5 chance of getting the best possible explosive fastball each drop.0077*1/5 =. I can do some editing and figure out the exact difference in damage, but for now I'll just figure the probability of getting a tier 7 explosive fastball. There are actually SEVEN different grades of damage a fastball can spawn with! That means that even if you get your explosive fastball, you might not get the best damaging version. That averages out to about 130 kills for each explosive grenade. ![]() If we assume a 10% drop chance on boll, then that is 1/10 * 1/13 =. There are actually four grades of incendiary, shock and corrosive that can spawn, bringing the chances of an explosive fastball to 1 in 13 drops. So looking through gibbed it seems like the fastball doesn't just have an equal chance to spawn as incendiary, corrosive, shock, or explosive. I decided to do some math to figure out the exact chances of getting the rarest version - the explosive fastball. Idk if people realize this, since a lot of info on this game is outdated, but Boll HAS been patched and will now drop the fastball.
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