Ello saviors!
All of us know whats the random is, its have a tons of variations and algorithms, especially when it ingame random) But today we are talking about TOS random, or more specifically, about items drop rate. Its just my theory how its working.
A common mechanics of loot randomise working on a principle that when we killed mob, the system is starting algorithm and calculating our loot, different player = different ID = different loot. Easy peasy , stable scheme. But whats about TOS? Do u know about Oracle’s class skill “Clairvoyance”? When we use it its show to us what the item drops from mob. It is mean that the loot calculated in a while when this mob was spawned. So what the difference? Thats most funny part, if any of saviors try to kill mob at Number 1 all of they get the SAME loot.
Example: We have a Map location and spawning zones A and B in a different parts of this map, all this zones also have 1 shared spawning pool.
If 2 different saviors start to clearing this zones then->
- some times mobs with rare loot can spawning in both of this zones, or only 1 of it
- spawning mobs with rare loot also depends on speed with what this zones will clearing
- its also mean thats in zone A we can saw a few mobs with rare loot, but we also dont find anyone in zone B and 1 of saviors get nothing, while 2d win a jackpot.
- if map have a limits on maximum amount of mobs with rare drop, then we can get a situation when in one of zones 75% of all rare mobs huddle together and if savior don’t found them, then he spend much more time to farm, and killed a lot of common mobs but not a rare.
e.t.c
Its shall explain the situations with unequal intervals of item’s drop rate. like when you get 3 obsidian when kill 200 Ruzrats , and totally NOTHING after killing 1000 more of them.
