Aleron Ives said:
Colette said:
I'm curious what was scht at? Do you know?
I'm not sure how it can be 1/512 here
Of course you can't be sure, you don't know how our code works.
The rate here is 1/512 exactly, with the exception of Kondrieu who has a 10% chance.
PSO does have an array of rare monsters you have to fill in during the bursting process, but when we parse map data during a game creation and/or loading of a quest, we do a rare roll
only on every monster that can have a rare type. If the roll beats the 1/512 odd, the monster becomes a rare. To dumb it down, say there are 10 Rag Rappies in a map, we roll 10 times (1 for each Rappy as the data is parsed) for the 1/512 roll. If any of those are successful, the mid for that monster is inserted into the rare monster array and becomes an Al Rappy.
Being that the rate is 1/512, we don't come close to filling that array (Which allows for 30 total rare monsters in a game). But, should we overfill the array, the code will stop trying to roll for rare monsters during the map load.
If I set the rate to 1/4, then 25% of the monsters in the game which have rare types would be rare.
So, yes, we can have an exact rate. Thank you very much.
Just because Schthack implemented things in a certain way doesn't mean other people do the same implementation.
Throwing rare tags at random mids that may or may not be a monster type that can have a rare monster is an inefficient implementation, IMHO.
We only do a 1/512 roll when the following monsters are encountered:
Hildebears, Rappies, Lillies, Slimes, Merissas, Pazuzus, Dorphons, and Saint-Millon/Shambertin.
When we see their base in the map data, the roll is done, if successful, their map id is put into the array of rare monsters. It's an easy way to implement a rare rate.