Brief introduction of TC
TC is the abbreviation of TreasureClass, which determines the process of most items falling in the game.
The TC system divides items into many categories, and each monster will decide whether to drop items and which items according to the TC system after being killed. The TC calculation process of most monsters can be simply understood as throwing a multi-sided dice. For example, TC dropped from Niu Niu 1PP in Hell Cowfarm can be regarded as a 160-sided dice, and the dice are only thrown once every time they fall. There are 100 surfaces that don't drop anything, 60 surfaces are dropped items, and 3 surfaces are good items (a kind of sundries, not good equipment). When this dice is thrown on these three sides, it will enter the TC process of good items and continue to roll dice (good ones can drop rings, necklaces, jewels, amulets, runes and various gems) until there is no lower TC to choose from. This is a nested process.
TC system is very complicated. To fully understand the TC system, you need to open a single post. My level and energy are limited. This article only deals with rune dropping.
TC only determines the falling of articles, not the fineness of articles (fineness refers to white, blue, gold, green and dark gold).
Rune drop TC
Copy and paste TreasureClassEx.txt into the table, and the original table related to runes is shown in the following figure:
These parameters are explained one by one below:
Treasure level-TC name
Group/rank-monster related parameters (not used in this article)
Picks-the number of times you choose, which is equivalent to throwing dice several times.
Unique/fixed/rare/magical parameters related to droplet fineness (not used in this paper)
No drop-No drop quantity, which is equivalent to the number of faces on the dice that do not drop items. Increasing the number of players will reduce this value (not used in this article).
Project 1- Low TC name, or the name of the selected project.
Prob 1 —— The number of drops corresponding to the item 1 is equivalent to the number of faces of the selected item 1 on the dice.
The rune drop analyzed in this paper is relatively simple. Let's get rid of useless parameters and change the order and format to make it easier for everyone to understand, as shown below:
Now suppose that the player kills a monster that can drop all runes (such as Niu Niu in Hell), then its TC may be selected to the rune 17 (but not every time). Then r33 (directly dropping 33#) is selected with the probability of1(5170+1), and the symbol 16 is 5170+/.
But not all monsters can choose the rune 17. For example, the name of Council member TC in Hell A3 is Council (H), and TC related to rune 16 can be selected from Act 4 (H) Good, which means that Council members can't drop 33# (which is a good thing to save people in D2R), and the highest TC can only drop 32#. Similarly, from the TC table, we can find that Mephistopheles can only drop 32#, and insects can only drop 30#.
Rune drop probability analysis
With the table on the second floor, you can calculate the drop rate of each rune in excel, and further you can get:
Inverse value-how many runes can you drop on average? For example, the average 1090.9 rune can lose a 28#.
Cumulative probability-cumulative probability calculated from 33#, for example, the probability of falling more than 24# is 1.06%.
Cumulative reciprocal value-the reciprocal of cumulative probability. For example, if you drop 94.7 runes on average, you can drop a rune above 24#.
As shown in the following table:
The premise of the above table is that a monster can drop all runes. If it can't drop all runes, the probability will be recalculated. In addition, several interesting conclusions can be drawn:
1)7 # and 9# have the highest drop-off rate, followed by1# and 5#, and the drop-off rate of 8# and 10# is also very high. Friends who have been to the cattle farm should have a deep understanding.
2) The dropping rate of 2 # is a little lower than that of 17#, but fortunately, 2 # is used less in runic language;
3) From 22# and 23#, the decline rate of 23# is greater than 22#, 25# is greater than 24#3 1# is greater than 30#, but the decline rate of 33# is still less than 32#.
Comparison of Rune Drop of1.1and 1. 14
After playing11. 1 1 b for 0 years, I have been curious about the dropped calls of 1. 14. This building should be able to cultivate 14 all year round.
First, look at the TC table of 1. 1 1, as shown below.
The above is also a simplified TC table. It can be seen that there are tens of thousands of Prob corresponding to runes 13 to 16, which is much higher than 1. 14. According to the data calculation, combined with the table in the third layer, the following comparison table can be obtained:
Since the sum of all the runes must be 1, 1. 14, some other runes will be sacrificed because the drop rate of advanced runes is increased. As can be seen from the table, the probability of 1#-6# is actually lower than that of 1.1,and the rune dropping rate of 1. 14 from the 7th is higher than that of1. The average 100 rune can be compared with the drop rate of 1. 1 1.14, but it is not particularly intuitive, so the following approximate drop rate comparison table is made:
This table lists the roughly corresponding1.1.15 #-33 # runes1.1:
1. 14 15#-2 1# is about equal to1.11#.
2) 1. 14 starts from 22#, and 22# and 23# approximately correspond to 1. 1 1 # approximately correspond to 1.65438. That is to say, at1.1,the time (field number) of 22# can be drawn, and at 1. 14, the time (field number) of 30# or 3 1# can be drawn.
3) The decline rate of No.32 in 1. 1 4 is greater than that of No.23 in 1. 1 and less than that of No.24 in1.
4) In 1. 1 4, the most difficult dropping rate of 33# is only equivalent to that of 27# in1. The rune drop rate above 28# in 1. 1 is an unattainable rune drop rate in 1. 14.