Friday, February 9, 2018

note to summoner war players: do not try to track rewards!

heres why trying to list percentages of rewards from scenarios and caiross is POINTLESS.

1. upon completing a level succesfully the game uses an rng and picks a number. this number is from 1 to [n], where "[n]" represents the number of possible rewards you can get from a specific locqation ingame as completion reward. the games are preprogrammed with something called an "object identifier list". this is a list IN NUMERICAL ORDER created and burned into the game by its creators. this means that the order will not ever change no matter what, unless the developpers edit it. when you complete a level the game uses an rng to choose a number that is between the list of possible rewards.
2. many areas have drops that others do not. this means different object identifier lists. and thusly different reward possibilities. the same function for #1 applies to summoning first it uses the object identifier to choose an element then again for level then again for the monster.
3. once the rng has chosen the object identifier # it then goes to the items in that list. some rewards may say "[n]% chance of dropping", but this is not a FLAT percent. except for angelmons. all rewards [runes, crafting materials, scrolls, and other rewards] have an object identifier which is at the top of their list. after choosing this number, the game then rolls an rng and chooses a SECOND object identifier number. every reward in the SUBSECTIONS of rewards [mystical scrolls and scrolls, different runes, various crafting materials, etc.] has an object identifier number. all done by rng.
4. once the game has chosen the next number it continues on down the list till it reaches a stopping point. each time the game rolls a BRAND NEW RNG for the rewards stats, level, substats, type, or grade.
5. now to explain why %'s dont apply. because rng based rewards [AFTER the object identifier list has been simplified], then calculate a percentage between 1-100% and all possible rewards in these odds. the percentages are re rolled via rng for anything com2us OFFICIALLY lists with a specific % drop rate.
6. this all done the game finally considers two last rng roll: quantity. this determines how many of an item you get or what stats a rune.

this is how the WHOLE GAME works. meaning that just because the odds of a reward are 2%, it doesnt mean youll get it if you complete the level 98 times. it means that for EVERY TIME YOU CLEAR the level you have a 2% chance to get it. its like how 50% of all marraiges end in divorce, but not all marraiges have a 50% divorce rate. this is why tracking rewards to make a chart is pointless and LITERALLY wasted time. there is no "flat rate".

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