Too bad it doesn’t say what gachapon they come from. At least they seem permanent this time.
Increasing the availability and rate of white scrolls while releasing 100% scrolls seems somewhat ironic.
Another white scroll gach rate increase? And in SHRINE? FFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUU--
Chaos scrolls need to hurry and inflate so I can get some money back and grab some whites.![]()
I swear to god if chaos scrolls don't inflate I will cry for days :(:(:( Not saying this isnt the bset thing to happen to the market BUT LET ME TAKE ADVANTAGE FIRST AND GET MY CASH F pineappleING 4
lol
Yeah, the chairs are pretty sweet. I can't believe that they're already putting them into GMS lol. They just came out in JMS during the Cygnus patch. I'm pretty sure that they come from Mushroom Shrine (JMS Gachapon announcements don't state which Gachapon), and they come from there by the craploads. I've seen people get 5 of them in a single gach run. So yeah, they're cool, not very expensive, and hopefully it'll be the same in GMS.![]()
Oh yeah, I forgot to say one thing. It's only the World End chair that was super common; the Bloody Rose chair is a whole lot rarer (not as rare as GMS Dragon Chairs though).
Here's a pic of one thing that happened. The last item is a BWG, and this all happened within a minute (so these are probably all in a row). This is the only one I SSed, mind you.
Spoiler
Anyone actually try out Perion yet? I was thinking of using spare MTS nx to try it out, less pure amount of items in there = higher chances of a miniGM/white scroll maybe? I doubt they individually edit each item's percent chance every single time new things are added in because you always only get one item (the chances of everything must add up to 100%). And just to be a rebel.
Keep in mind they can use lazy stacking to generate a derived percentage.
Under that system it just generates a token between 1 and the sum of all potential and wherever it falls, it falls, like an ever expanding roulette wheel.
example before/after list:
Before:
Item Chances *Cumulative Chance Crap A 100 100 Crap B 120 220 Crap C 150 370 Shiny A 10 380
After:
Item Chances *Cumulative Chance Crap A 100 100 Crap B 120 220 Crap C 150 370 Shiny A 10 380 New Shiny 50 430
*Note this field isn't actually in the table, it's just a running summary of where a number would land based on the Chances preceeding it. A token of 150 for example would fall on crap B because it's between 100 and 220.
Under this drop table system new items have a percentage equal to their degree of the overall sum, so adding new items diminishes everything before them unless everything is adjusted as well. It also becomes easier to go back and adjust single items though to give them a larger share of the whole value.
Shiny A for example had a 10 in 380 chance of appearing before New Shiny was added, and now has a 10 in 430 chance, and New Shiny has a 50 in 430 chance.
This is a surprisingly common way of handling random drop tables where percentages are desired because it avoids the need to "equal 100" and in theory provides infinite granularity to the probability while giving easy expansion.
The drawbacks of such a system should be plainly obvious as well though.
I don't get it, what's the difference between that and what I just said? O_o For example, crap + old shinies in perion = 10000, crap + old shinies in mushroom shrine = 20000, new shinies are 5 for both, and 5/10005 is better than 5/20005.
|
Bookmarks