On Wed, 18 Aug 2004 06:49:07 +1000, David Carson
Post by David CarsonPost by DaveOn Mon, 16 Aug 2004 07:45:05 +1000, David Carson
Post by David CarsonErr, no, the Countess has her own Treasure Class: "Countess", "Countess
(N)", "Countess (H)". They're the last three lines in TreasureClassEx.txt.
Have you extracted the TreasureClass.txt file since 1.10? 1.10 brought
about some significant changes in The last lines in mine are for
Smith, and countess is nowhere to be found. (She also doesn't appear
in Monstats.txt.) Maybe I'm just not extracting my MPQ files
correctly. (Using MPQView.)
Aha, I think I see the problem - you don't want to be looking at
TreasureClass.txt, you want TreasureClassEx.txt!
My typo - I meant TreasureClassEx.Txt. (Ex for LoD Expansion, no Ex
for Classic D2). But still, in my TreasureClassEx.txt file, last lines
are for Smith... no sign of Countess at all.
Post by David CarsonPost by DavePost by David CarsonEven if she didn't, she wouldn't use the Corrupt Rogue's treasure class
- she'd use one of the superunique classes, like "Act 1 Super C".
I can buy this, but since she shows up in Superuniques.txt, I figured
the game uses the class listed here.
But the classes listed in Superuniques.txt ARE "Countess", "Countess
(N)", and "Countess (H)" ?
The Superuniques.txt file I'm staring at doesn't list TreasureClasses
(like Monstats.txt does...)
Instead I have lines that look like this:
Name Class Mod1 Mod2 Mod3 MinGrp MaxGrp EClass
AutoPos Stacks
The Countess 45 9 0 0 6 6 0
1 0
Thats it. Under 1.09, these files looked very different - there was
indeed a CountessRune class. (Remember the old "TC87" classes? Gone
now; replaced with a "better" tree-based class system, with up to 10
"sub classes" per class, where each sub class can either be an item
class, like "r07" (for rune #7, or another Treasure Class.)
Post by David CarsonPost by DavePost by David CarsonDon't assume that, that website is horrifically incorrect and has been
ever since the release of 1.10.
That's why I tried to dissect her drops from the MPQ files. :)
I have found the website to be pretty accurate though, and a good
pointer towards where to MF for certain items.
I probably exaggerated by saying "horrifically" incorrect. But it
totally ignores the monster TC scaling to area level in 1.10 (so it's
only useful at all for bosses and special superuniques with their own
treasure classes), for a start.
True, www.d2data.net does NOT have a party size option, which
certainly changes some percentages, and also doesn't include the
area-level overide.
(Side note to readers: each map has an "area level", like NM Flayer
Jungle is alvl 50. If a lvl 47 monster spawns in this map, it's mlvl
is adjusted to alvl 50. Chests are also set to alvl. Uber chests are
also alvl, but larger(double?) drops.There is a related feature for
"bosses": a Champ is either mlvl or alvl+2, which ever is greater. A
pack boss is set to alvl+3 or mlvl, whic ever is greater. Act boss
mlvls are always far above the alvl, and aren't affected by this
override)
But how could you build a drop calculator by specific monster type
(not counting bosses that spawn in known alvl maps), since you can
have "Guest" monsters from earlier acts now just about anywhere. My
personal guess is that the www.d2data.net website simply lists the
base mlvl for all given monsters, and ignores any possibility of it
being a guest in a later map. ATMA does a decent job by showing the
normal locations where a monster can spawn. I don't think it does true
random guest appearances though.
Notice that Guest monsters seem to get better drops than they would if
they appeared in their home maps. (caused by the alvl override)
My personal theory is that Superuniques are now treated as Champs, and
thus they get alvl+2 as their mlvl. The tricky part comes with trying
to guess how Blizzard figures out Treasure Classes from these
overrides. I think I see how this happens: For each monster type there
are 4 Treasure Classes listed. I believe TC1 is the regular monster,
TC2 is for Champs, and TC3 is for Pack Bosses. (The data for TC4 is
blank for norm, NM, and hell) Now my only question is does a Champ get
just TC2, or does he get TC1 and TC2.
Post by David CarsonBut they're also getting their percentages wrong.. e.g. look at
Skeleton, act 1, normal. One of the simplest things in the game. They
have light healing potion and minor mana potion both at 8.82%, but if
you trace their TC from "Act 1 H2H A" to "Act 1 Junk" to "Potion 1",
you'll see that those two should NOT have the same chance?! I don't know
where d2data.net get their numbers, but they're just wrong. And if the
simple things are wrong, I have no faith in the complicated ones.
This is kind of fun. (For those who think this post is WAY over your
head, don't worry, you can enjoy Diablo2 at many many levels of
complexity. It took me 9 months to work my way down to the MPQ files
and stand in awe of the inner workings of Blizzard's programs.)
Ok: Starting with a Norm Skeleton (LoD Exp of course), and no boss or
champ upgrade to worry about.
I assume that D2 adds up the probability numbers, then generates a
random number from 1 to X, and chooses the appropriate class. Not sure
how or when "no drop" is calculated.
From Monstats.txt, TC1 should be his starting class. That is "Act 1
H2H A".
Act1H2HA gives us gld-21 (item type, probability), Act1EquipA-16,
Act1Junk-21, Act1Good-2. (35% Gold, 27% Equip, 35% Junk, land 3% of
Good)
<<<First TC sub class>>>
Not sure how max gold value is determined. Maybe random from 1 to
mlvl)
<<<Second TC sub class>>>
Act1EquipA gives us weap3-7 and armo3-7. (50% weapon, 50% armor.)
Act1Junk gives us Potion1-8, Misc0-4, and Ammo-4. (50% Potion, 25%
Misc, 25% Ammo)
Potion 1 gives us hp1-12, hp2-4, mp1-5, mp2-4, rvs-1, vps-4 (40% minor
health, 13% light health, 17% minor mana, 13% light mana, 3% minor
rejuv, 13% stamina)
Misc 0 gives us key-3, tsc-3, isc-3, opl-2, gpl-2 (23% key, 23% town
scroll, 23% id scroll, 15% minor exploding potion, 15% minor gas
potion)
Ammo gives us aqv-1,cqv-1 (50% arrows, 50% bolts)
<<<Third TC sub class>>>
Act1Good gives us JewelryA-5, ChippedGem-5. (50% Jewelry, 50% Chip)
Jewelry A gives us rin-8, amu-4, jew-1, cm3-2, cm2-2, cm1-2 (42% ring,
21% amulet, 5% jewel, 11% small charm, 11% medium charm, 11% large
charm.)
<<<Compiling end probabilities>>>
Here's what I come up with taking percents of percents:
35.00000% gold
13.33333% armo3
13.33333% weap3
7.24138% hp1
1.81034% hp2
3.01724% mp1
2.41379% mp2
0.60345% rvs
2.41379% vps
2.01923% key
2.01923% tsc
2.01923% isc
1.34615% opl
1.34615% gpl
4.37500% aqv
4.37500% cqv
0.70175% rin
0.35088% amu
0.08772% jew
0.17544% cm3
0.17544% cm2
0.17544% cm1
1.66667% chippedgem
If you try just adding up the probability number values, you get:
20.38835% gold
6.79612% armo3
6.79612% weap3
11.65049% hp1
2.91262% hp2
4.85437% mp1
3.88350% mp2
0.97087% rvs
3.88350% vps
2.91262% key
2.91262% tsc
2.91262% isc
1.94175% opl
1.94175% gpl
0.97087% aqv
0.97087% cqv
7.76699% rin
3.88350% amu
0.97087% jew
1.94175% cm3
1.94175% cm2
1.94175% cm1
4.85437% chippedgem
Neither method comes up with what www.D2Data.Net lists.
And also, there is no "No drop" probability listed, but we all know
that taking a bare lvl 1 char into the den and only wacking skeletons,
you do get a lot of no-drops.
I couldn't get ATMA to display a similar simple drop percentage.
Post by David CarsonThe drop calc in ATMA seems to be the best, but even that has a few
things I'm a little dubious about, I've been a bit slack with my bug
reports though..
Cheers!
David...
It would really be interesting to see a flow chart of the actual
program code to see how drops actually get calculated. Without a
doubt, the math behind Diablo2 is mind bogglingly complex. Of course,
we don't see the time spent developing these tables and algorhythms
except the end result: "Oooh looky looky, a unique Shako!". And
that's all that matters in the end.
Best of drops to y'all
The other Dave....