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I found a fastball in an ammo vendor right before making this post, actually lol.
Now calculate the odds of finding a perfect parts <your legendary gun here>.
You have to get the right element (1/5), right grip (1/8), right barrel (1/8), right stock/exhaust (1/8), right sight (for launchers) , and right prefix (1/8).
That is a 1/2570 per drop in the worst case, if none of said parts are fixxed for your chosen weapon.
Some things might be fixxed, e.g. a hellfire will always be fire elemental, an inifinty will always have a vladof barrel and never be slag, etc. which improves your chances.
All of them have insane damage - up to 28 million or so at OP8. There is a wide variance though. Damage numbers are very variable - high damage does not mean high DOT as well. Some have high damage and distinctly meh or actual crap DOT numbers. Or vice versa.
I fully agree with Cyanity - you are in for a long haul if you want a maxed out version of any particular flavour. Out of the large number I farmed, most were rejected as being not as good as they could be.
Farming Boll can be done very quickly. 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. Nothing? Save, quit, restart and do it all again.
Until you get bored, or get one that suits your needs.
This is interesting. It never occurred to me that there might be some hidden numbers weighting the drops. Maybe you just got unlucky?
Hi, as i was suprised by your results, i used the Community Patch to check.
It appears that the explosive variant has a 7 probabilty weight compared to 1 for each of the 12 other elemental variants (3 elements x 4 grades).
As there are 5 damaage grades, the probability to get a max explosive variant is 7 / (7 + 4x3) * (1/5) = 7.37%
Given the 10% drop chance, the average number of kills is 136.
Unfortunately, in general, the different parts are not equally weighted.
For example, the sandhawk has 71% probability to spawn as non elemental and 77% without accessory.
Interesting. Are there any details of the manner in which those percentages were arrived at?
The accessory parts for the sandhawk are weighted :
- SMG_Accessory_None : Weight_0_VeryCommon (=200)
- for each of the 6 other (SMG_Accessory_Bayonet_1, SMG_Accessory_Body1_Accurate, SMG_Accessory_Body2_Damage, SMG_Accessory_Body3_Accelerated, SMG_Accessory_Stock1_Stabilized and SMG_Accessory_Stock2_Reload) : Weight_2_Uncommon (=10)
So the probabiltiy for SMG_Accessory_None is 200 / (200 + 6 * 10) = 77%
Same for the elemental parts :
- SMG_Elemental_None : Weight_1_Common (=100)
- for each of the 4 other (SMG_Elemental_Fire, SMG_Elemental_Corrosive, SMG_Elemental_Shock, SMG_Elemental_Slag) : Weight_2_Uncommon (=10)
So the probabiltiy for SMG_Elemental_None is 100 / (100 + 4 * 10) = 71%.
Edit : these are just my interpretations of the info i have gathered with the Community Patch, so i might be wrong. However, re the sandhawk, the probabilities are consistent with my tests.
So the idea that item parts are weighted by rarity just like the items themselves is something that is suggested in the Community Patch? I did come across a text file with listed parts in that patch but didn't delve much into it.
I see, that's good to know. Wish there was some sort of official way to access this info myself rather than having to resort to third-party methods but nevertheless, it's valuable insight.