AGS Loot Generation Mechanics

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Basically every item generated gets rolled against the artifact table, chances for each section of the table are increased by your prestige.


The artifact table is: 
0.0001 - 0.0002 : Wraithshroud, Fanghold, Ring of the Noble Order, Guardsman's Heirloom
0.0002 - 0.0004 : Dead Rogue's Blackjack, Death's Icy Grasp, Grifter's Lucky Legs, 
                  Ornate Mithril Leggings
0.0004 - 0.0008 : Crackling Warblade, Eldritch Decapitator, Face of the Executioner, 
                  Waterstained Armgaurds
0.0008 - 0.0016 : Book of Marked Names, Dryadfinger Crown, 
                  Samurai's Corrupted Splintmail, Bloody Tear 


Every item generated is rolled against this table, top-down (so if you fail the top tier, it rolls the next). If you generate an artifact, it generates an item from that level at random, then halves your loot generation for the rest of the roll (so it's possible but exceedingly rare to get multiple artifacts per drop).

Yes, these chances are 0.1%-0.8% to start and 0.2%-1.6% at 10k. The upperbound may be increased to encourage ranking up, but I'm not quite ready to do that yet. Remember that these rolls are made for EVERY item you generate, 4 times. Chances are pretty freaking good as you rank up.

Basically what the system says is "Generate me X items for Y difficulty," and the generator spits back an item list.

If no artifacts are generated, the remainder of the loot is "filler loot".

Filler loot is generated as such: quality = random 0-1.0 + 0.3 * difficulty, then checks quality < 0.95 or 0.9 for "standard" loot and otherwise defaults to "upgraded" loot. There are 4 loot categories, chosen at random:

1.

Normal loot is random gem, upgraded is 50% treasure map 50% special gem (per mining/fishing). Treasure maps are level 6*difficulty, so every 2k points you'll upgrade your map level.

2.

Normal loot is a random consumable, upgrade loot is a rare consumable. Normal consumables are greater agility, cure, heal, strength, poison potions, deadly poison potions, and smokebombs. Rare consumables are Shadow Balm, Blademaster's War Paint, Pheromones, and Venombane lotion.

3.

Normal loot is a crafting component, upgrade is a rarer crafting component. Normal components are 10-20 nightshade, 10-20 garlic, 5-10 bottles, 5-10 recall scrolls, 2-5 incognito scrolls, 2-4 poison scrolls. Rare components are 5-10 parasitic plants, 5-10 Luminescent fungi, one of 3 alchemy recipes, and 200-300 nightshade.

4.

This category gets a double chance Normal loot is a runic-generated armor/shield/weapon/jewel where the runic intensities are:

# attribs = 2 to 3+3*difficulty
min = 30 to 40+10*difficulty
max = 80 to 90+10*difficulty
where difficulty is 0-1.0
Upgraded item loot is ancient armor lacquer.