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Honestly, because I don't know how all the various modifiers interact and I don't feel like taking the time to learn. Sure, I can open progression.xml and find the increased probability chance from Adv Eng, but that just tells me how much it increases the base chance, which I am not sure of. I could hunt down the base chances by loot container for the specific item group, and the chances of that item in the group, factoring in having multiple item picks per container and blah blah blah.
Or I could drop 100 boxes in creative, shoot them open with the dev super digger, loot them and see how many magazines end up in my inventory.
Elegant? No.
But it was quick, easy and I didn't have to worry about missing something buried in one xml file or another and making a false assumption based on incomplete information. I mean TFP already made the calculation, I figured it was easier to see the result in the game than to try to recreate it exactly myself.
Well, I'm gonna go loot some Working Stiffs to try and get my chemistry station. And I might be really lucky or the polar opposite. haha
Shorthand of it, is mag's don't drop vs loot stage really. They drop vs the object your looting and a table predefined for drops. If said object has 4 mags for instance, and you have no perks it will first roll to see what items will be in the object from its primary drop list. If mag's are selected on that roll, then it will roll on a RNG for those available to that object. Things like mailboxes for instance can have almost every mag available, making them a source but not a good source for getting specific mags. Where as like working stiffs crates only have a few mags available, making them a far more reliable source to get Forge, repair tool and salvage tool mags.
It weights the second roll vs perks you have learned. Meaning if you have lockpicking and engineering for instance and also salvage operations, you'll at min have % chance higher for those. Believe its up to 10% based on perk points spent. Then once you have all the mags for one group it removes the bonus and leaves only the original base chance. Giving better chances for others.
Only draw back is when you invest in multiple perks that offer mag increase and loot from containers that have more drop types for mags. Cause it seems some mage types have higher base chance to spawn, even if isn't coded that way. But overall, loot across the board beyond mags is way better drop wise with how they changed the loot system in A21. Also makes a little risk vs reward go a long way. Raiding tier 3+ in all biomes is a noticeable increase in loot, specially when you hit the harder ones like snow and wasteland. Even sneaky dip into the edge of wasteland early on can net you a huge boon in drops more so that what I experienced in previous alphas.
I believe that's what he was already referencing in a conversation we'd had in another thread (though some numbers appear to be off).
The most interesting thing I found, when looking into the progression files, is that each skill related to a crafting magazine has a passive effect. It reads something like this:
I'm away from my pc now so it may not be exact, but that's where I'd like to think that Pseudo Posse got the 2% number from for each level. However, when comparing other passive effects that use the perc_added operation, it usually includes numbers like 0.2 to mean 20%. So a flat 2 would mean 200% in regards to the magazine finding bonus for level 1, 400% increase for level 2, etc.
But I haven't experienced that. At least not after the first level into a perk, which usually DOES yield double in whatever magazine I'm aiming for. In my few tests, I've noticed that after putting 1 point into a perk, further points provide diminishing returns like OP observed. I'm not sure what factor I'm missing, but I'm missing something.
1) Seeds (Obviously, you only need 20)
2) Electrician
3) Traps
I did only a handful of quests, didn't buy any books from the trader (Good ol Rekt in this case), and looted the F out of everything (Mailboxes, forges, rooftop containers)
It ISN'T a 2% increase, it's a 200% increase per level. 200% for level 1, 400 for level 2, etc.
I tested on some savage country crates. I adjusted the xml so that each crate would drop one mag each (and no other loot), and each book had the same drop chance (high). There are 5 mags that can be found in that crate, so any given mag has a 1/5 chance of dropping. I tested on 250 crates total and got almost exactly that. Each mag had around 50 drops.
I then tested another 250 with one level into archery. I got exactly 100 bow mags. Instead of a 1/5 chance, it was now essentially a 2/6 chance (2 chances for bow mag, 1 chance for each of the other 4). I got lucky with this run and ended up a little higher than I should have. I really only should have gotten about 85.
So then I tested another 250 with 2 levels of archery, meaning a 400% increase and got 131 mags. This time around my chances were 4/8 (4 chances for bow, 1 chance for each of the other 4), so I ALSO ended up a little lucky with this run.
My last test was another 250 with 3 levels of archery, which should mean a 600% increase in probability. Following the same pattern of progression, I now realized that bow mags had a 6/10 total chance. Out of 250 crates, I SHOULD get 150 bow mags. I ended up right at 153.
So now I can surmise that if I had done another 250 at level 4, I'd have an 8/12 chance. This means out of 250 crates, I would have expected about 167 bow mags.
At level 5 with a 1000% increase, my chance would be 10/14. Out of 250 crates, I would expect about 178 bow mags.
The diminishing returns exist because the chance is still weighted against 4 other loot chances. In a Pop-N-Pill crate, which only includes 2 magazines (medical and blades), putting 5 points into Physician for a 10x chance means that your chances would be 10/11 for a medical mag. But in something like a crack a book crate, which has a chance at EVERY magazine, your odds start at 1/23. If you invest 5 points into a perk for a 10x multiplier, your chance is still only at 10/32.
I think we can say two things with relative certainty at this point:
1) The increase to loot chance for each skill point is much higher than previously reported
2) The type of container and it's loot pool is as important, and in some cases almost more important, than the skill.
1) Absolutely true
2) I would say the container is the most important piece in determining the probability of a magazine dropping.
Here's the base xml for the savage country crate that includes magazines:
For reference, veryLow = .05, low = 0.2, medLow = 0.35, and high = 0.75.
So each magazine has a weight of 75, totaling 375. Armor has a weight of 20, Armor Mods 35, Clothes 20, Shoes 20, Face Cover 5, and Bow Parts 35. In total that's 510. At base value, a specific magazine has a 75/510 (simplified to 5/34, or a 15% chance). At level 2 in a skill with a 400% modifier, for example, you bump that to 300/735 (simplified to 20/49, or a 41% chance) for the magazine associated to it (in my example it would've been bows). So 2 out of every 5 boxes would likely contain that mag. That still seems like pretty low odds in my opinion. Even at max level, your chance would be 750/1185 (50/79, a 63% chance).
Now I understand that there are other sources for magazines outside of these crates specifically, but the values for those sources are usually low or very low. That's why I edited my xml's so that each crate would have a dedicated loot group for it's related magazines. It's now the one avenue of magazines for me that isn't entirely dominated by RNG. I will always find a magazine in the crate, but the RNG revolves purely around WHICH magazine I might get. And because there aren't other items within the loot pool, the probability of finding one depends entirely on what skills I've chosen to invest in.
thanks for that info.
Workbenches seem to have the workstation magazine listed in groupWorkbenchLoot04, which has a low (20%) chance of appearing. That's shown here:
So even though the workstation skill magazine has a high chance of appearing, that's ONLY if the lootgroup it's contained in is generated, which is a 1/5 chance.
The forge overall has a high (75%) chance of producing a workstation mag, as it's contained outside of the other existing loot groups on its own. As seen here:
This is also true for the cement mixer.
Chemistry station is the same as the workbench in terms of probability. Also true for the dew collector.
I would assume that, at least for the forge and cement mixer, a single point into either Advanced Engineering or Lockpicking would guarantee a magazine every single time since it's not being weighed against the odds of any other items.