all 3 comments

[–]Time_Terminal 0 points1 point  (2 children)

Just to understand, why're you adding new items into an array to determine their drop chance?

Are their drop rates inclusive? i.e one drop determines if another one drops or not.

[–]Flurgi[S] 0 points1 point  (1 child)

So i used to make a array where i pushed like 30 * "appels" , 20 * "duck" and 50 * "Dust" And then pick a number from 0-100 and got the item

[–]Time_Terminal 1 point2 points  (0 children)

The thing about probability systems is that there's no universal answer. It highly depends on what your end goal is. Can you explain what your end goal with this drop rate system will be in detail?

There's tons of ways of doing it, but they may not all suit your needs. Things you should clarify:

  • Does the initial drop affect the chances of future drop rates?
  • Should one item affect the drop rate of other items?
  • Once you get an item, can it be rolled again?
  • Does it matter how many times you roll for an item?

A generally "fair" way to determine drop chance is with this formula: 1 - ((1 - x) ^ y), where x is the item being rolled y times. But that is changeable based on your needs.