Assuming true RNG and no weighting applied: The more exotics or named items you have, the smaller the chance of getting something you don't already have. This is made worse by adding new items to the pool, which dilutes it further. Same with apparel; the more you collect, the less chance you have of getting something you don't already have.Originally Posted by YodaMan 3D Go to original post
Unless they apply some weighting to new items? (Not sure if they do for exotics) But yeah, most results from Exotic caches go straight to the shredder.
I did notice I got that Belmory Armor named item from a named cache BEFORE I got the item from the Season Pass track, thought the new stuff wasn't added to the pool until after you got it from the track?
And that doesn't send up red flags? By this point in the game except for the very latest items....... Players should have most of the items. They may not be perfect, but they should have gotten most of them.Originally Posted by dagrommit Go to original post
My question is are the Exotic and Named Caches weighted by items you already have? For me personally, I haven't gotten a "new" item from either.
Seriously? Hint: not everyone plays the game as much as you or I do. Not everyone is as engaged with the game systems.Originally Posted by YodaMan 3D Go to original post
Originally Posted by Merphee Go to original postOriginally Posted by YodaMan 3D Go to original postOriginally Posted by dagrommit Go to original postOriginally Posted by YodaMan 3D Go to original post..Originally Posted by dagrommit Go to original post
Um, my point is that exotic caches aren't just for people with 1000 hours in the game. Plus, they're still useful for people who are fully engaged with the game - for example: https://forums.ubisoft.com/showthrea...ded-my-MementoOriginally Posted by Merphee Go to original post
Originally Posted by YodaMan 3D Go to original postBroken nailed it here. If you recall, shortly after the Bighorn was released, they had an update which, in part, significantly reduced the probability that 'reconfiguring'/rerolling an exotic would result in a god roll. It was approximately a factor of six. So where it would originally take an average of five rerolls to get your god roll, it now takes an average of thirty. Hypothetically, if you have one character with ten exotics, that projects three hundred exotics components required. Similarly, if you have four characters, each with ten exotics, that projects twelve hundred exotic components required.Originally Posted by BrokenFire319 Go to original post
Regardless of individual determinations of opportunity cost, that's the practical math under the current weighted tables.
The Chameleon and Acosta's are to D2 what the Caduceus was to D1.
BTW, subsequent to 11.1, anyone who rolls with the Chameleon is advised to run comparisons with the currently dropping ones. I suspect they increased the base damage without having the change apply retroactively. I noticed a discrepancy wherein a new Chameleon with +7% DMG and maxed out second and third attributes had higher damage than a pre-11.1 one in my backpack that had +9% DMG and maxed out second and third attributes. I then identified the increase in base damage.
Yep, I got Bullet King and Diamond Back from completing the Capital Building quest on Legendary, just yesterday, with 3 random gamers!Originally Posted by RealClevers Go to original post