The drop rate of uniques
#3
Nystul is completely correct, but I want to expand on his comment about sample size. Recall that all item generation is controlled by a very poorly utilized pRNG, so although the code/data hasn't changed since release, it's theoretically possible that games started today have a better chance of getting a seed which causes a pRNG performance that produces many uniques. It's known that games started after the end of time (Tue Jan 19 02:14:07 2038) have a seed which produces a very undesirable performance (many black deaths, but also vit elixirs -- chance, or intentional irony? ;))
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Messages In This Thread
The drop rate of uniques - by [wcip]Angel - 08-15-2005, 12:59 PM
The drop rate of uniques - by Nystul - 08-15-2005, 02:16 PM
The drop rate of uniques - by [vL]Kp - 08-15-2005, 11:31 PM
The drop rate of uniques - by duner - 08-16-2005, 10:14 PM
The drop rate of uniques - by jrdgames - 08-17-2005, 07:13 PM
The drop rate of uniques - by Toverkol - 08-22-2005, 02:43 PM

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