By reading your post, I must assume you don't know what RNG means or how item generation works in Diablo. You are not guaranteed any specific item from any of loottables. You have a chance to roll x amount of drops from any monster, there are y amount of possible item types for game to choose from and then there is z chance that this rolled item will be what you want it to be. It is not simply "you get item a every 10 games and item b every 20".gorpyr wrote: 3 years ago I have a feeling there are some time periods when Key drops are turned off. Seriously. I always farm with 8 player games now doing some fast runs to nihl or other and sometimes for hour or two there is no drop like 30 runs or more, even 50. Then suddenly, Key start dropping. 1 run drops, second even 3 in a row then 5 nothing... starting to drop normally like u feel its 10%.
I bet something is up there. Like server got some time periods or like "dropped count max per 3 hours". After 2 months farming and farming year ago in original d2 i say there are some hidden mechanics, that is not just rng.
Gz on Lo, i dropped Lo from nihl at begining 2 months ago and after 1k kills or more he dropped nothing else. Well, if u count stupid Cham from Skeleton then also that. Thats all when it come for farming. The rng jesus in this game is cruel as f. You can farm hard for a month and get nothing. Just trading left so u can get anything...
https://diablo2.diablowiki.net/Item_Generation_TutorialShort Explanation of Drop Process
When you kill a monster or open a chest the game may generate items to reward you. The properties of these items are generated at that moment, even though the item may be unidentified. The game creates dropped items with algorithm of such kind:
At the beginning it finds treasure class (TC), that describes all drops of the monster you killed, a chest you opened, a hidden stash you found, etc. All drop sources have treasure classes.
The game then makes one or several iterations, that are called "Picks", when it selects one choice from several possibilities.
One of the possibilities is "NoDrop", which does what it sounds like. Many monsters have multiple "picks," so even if one of them is NoDrop, the other picks may overrule it. Most normal monsters have only one pick, though.
If nothing is selected from the first TC, the next one down the list will be consulted, then the next, then the next, until an item or NoDrop is selected.
Once an item is selected, the item properties are determined. Since most items have numerous possible types, game's algorithm of quality determination is highly complicated. Items such as keys, runes, and potions are only found in normal quality, but items like rings, short swords, helms, and bucklers have different qualities like magic or unique. Note that Magic Find is checked during this step.
For every selected item an ilvl is calculated.
If the rarity check hits upon an item of unique or set quality, the game creates the list of all valid item types (determined by their ilvl) and randomly selects one to drop. If there is not a unique of that type, a rare item with triple durability will generate. If there is no set item of the selected type, a magical item with double durability will appear.
After the game selects item type and item quality, it generates item affixes if needed. It also generates all other properties of an item, if there are such properties. Items like Runes, mana potions, and identify scrolls doesn't have variable properties, but magic rings, rare kite shields, cracked sashes needs property generation.
A simplified example in action: Mephisto is killed! What does the game do to determine your reward?
calculates the number of items to drop
selects item types
selects item qualities
selects certain unique or set items if needed
selects item properties
Cryptography
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