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That's why learning to adapt to what you get on a given run is one of the most crucial skills in this game, while tunnel vision with a particular 'build' in mind will lead to misery more often than not.
If you end up with a strong combo through organic pick, that's fine. But if you zero in on 'aiming' for something early on, you will be setting yourself up for failure. E.g. Don't take Accuracy if you have no shiv cards, only take it if you already have shivs. Accuracy does precisely nothing without shivs (except clog your deck), and you may never see any this run. But do take it if you already have some shiv cards.
A good question to ask is 'will this help me now?'. Can I leverage the power of the card immediately to deal with the challenges directly ahead? It's a much better question than 'will this be super powerful if the stars align and I get these particular cards/relics to combo with?'. Odds are the stars won't align, and you're stuck with a dangling combo piece that won't do much for you by itself.
That's why I asked. It seems to me that I have encountered similar mechanics in other games. When there are a large number of some elements (for example, cards), then organizing synergies from them with real randomness is very difficult, so the randomness is somewhat compressed so that it is closer to your build.
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I am writing through a translator, so there may be some misunderstandings
No, that doesn't happen here. And the reason that doesn't happen here is pretty much the exact same reason that it DOES happen in games like Backpack Hero. You see, that sort of measure is only necessary when the devs who designed the game are total ♥♥♥♥♥♥♥ idiots, and have done such a terrible job balancing their game that the game becomes more or less unplayable without it. Things like adding in so many items, or cards, or whatever else, to the pool of things the players can get, or not allowing the player enough options from which to choose in the situations where they do get to pick an item/card/whatever, or just making the items/cards/whatever not have any synergy, or work very well, with any more than a small number of the other items/cards/whatever in the game. In the kind of roguelikes where such things are important, making those mistakes can bring the game play grinding to a halt.
Slay the Spire has none of those issues, or at least not to a very significant degree. Backpack Hero, on the other hand, has all three of those problems. And they've only gotten worse over time, because the developers of that game are these very basic, mediocre game designers that just add things in or take things out on a whim, without any consideration put into how that will effect the overall experience. They don't combine items or take them out, they just add in more and more, like particularly dumb children drawing their dream car with crayons. And that's just one of the many, MANY issues it has, which ruin an otherwise fun game.
Basically, seeing that in a roguelike is a red flag. It's a hallmark of bad game design. So be glad Slay the Spire doesn't do that. And be glad you're not playing Backpack Hero.
And thank you for coming here with a genuine question and an open mind. We see too many people here who just log on to post a long rant about the odds being stacked against them and labelling the game as dumb and unwinable, instead of being open to learning more and improving their strategies.
Believe me, I do get the temptation to aim for a glorious past deck, but it's really important to learn to take each run as it goes without trying to force anything. Especially if you want a fighting chance at the higher Ascension levels.
Abusing mechanics is one thing, but it's no "instant win" button. The way RNG in this game works makes the usefulness of that tactic very limited, even if it seems powerful at first. No matter how many times you reset a fight, if your deck will lose, then it WILL lose. Always.
No, all of the random seeds for all of the random number stuff is predetermined. It's based on different random seeds that are generated whenever you start your run. That's why if you save and quit, you get all of the same draw order, monster attacks, your skill potion always gives you the same skills, etc.
It does not rely on your existing deck/relic/whatever.
Regular combat: (65-x)% / 37% / (x-2)%
Elite combat: (55-x)% / 40% / (x+5)%
Boss: 0% / 0% / 100%
x starts at 0, and increases by 1 every time a common card is rolled. When a rare card is rolled, x resets to 0. That includes boss combats, despite being fixed they do roll and reset x. Note that for regular combats, rare chance can't actually be less than zero, so common chance is capped at 63%.
In a shop, the distribution is 54% / 37% / 9%. This is unaffected by x, and will not reset x.
After the game determines which rarity of cards is generated, all cards within that rarity have an equal probability of being chosen. Doesn't matter what's in your deck, doesn't matter how many times you've seen a card before.
Any other time a card is generated - transform, potion, Dead Branch, Creative AI, etc - rarity is ignored and all cards are equally likely to be chosen.