[DiscordArchive] the objective would be to make crafting relevant/valuable by making drop scarce/non existant, is the
[DiscordArchive] the objective would be to make crafting relevant/valuable by making drop scarce/non existant, is the
Archived author: Adrien • Posted: 2025-01-26T19:39:27.628000+00:00
Original source
the objective would be to make crafting relevant/valuable by making drop scarce/non existant, is there a way to go about it?
Archived author: Revision • Posted: 2025-01-26T19:39:36.639000+00:00
Original source
Mathematically 30 x 0.1 = 3
Archived author: Adrien • Posted: 2025-01-26T19:39:50.568000+00:00
Original source
thats wht i thought, but it doesnt seem to work this way
Archived author: Adrien • Posted: 2025-01-26T19:40:30.114000+00:00
Original source
0.0001 still gives me trash loot
Archived author: Kitzunu • Posted: 2025-01-26T19:41:57.001000+00:00
Original source
I just checked, none of the Rate.Drop.Item.*quality* is calculated in core <:kek:1065379143887372398>
Archived author: Kitzunu • Posted: 2025-01-26T19:42:29.606000+00:00
Original source
mb it is
Archived author: Adrien • Posted: 2025-01-26T19:42:38.296000+00:00
Original source
what does that mean? setting is irrelevant?
Archived author: Kitzunu • Posted: 2025-01-26T19:42:38.782000+00:00
Original source
```cpp
float qualityModifier = pProto && rate ? sWorld->getRate(qualityToRate[pProto->Quality]) : 1.0f;
```
Archived author: Kitzunu • Posted: 2025-01-26T19:42:43.247000+00:00
Original source
that's the calculation