I would also tone down battle rewards and put in graveyard loot rooms to make up the difference. Maybe he just wants to kill every mage or something. Maybe he wants to recover a specific necromantic tome, which can be found only in one specific path. having lots of fountains in one, and lots of minion coffins in another. One way would be to instruct the randomizer to heavily bias the various paths, e.g. A similar effect is seen with all combinations that have 2 rare or legendary pieces: the third piece should always be common.Īre there any reliable sources for what the exact mechanics are? The probabilities change with Iratus level, so this particular table is only a snapshot of what's going on.There's a point to having a map if the paths are significantly different. First, some recipes are strictly worse than cheaper variants: for example, transmuting a rare with two legendaries actually lowers your chance to get a legendary back out, compared to 100% for using a common or uncommon as the third piece. I haven't worked out an optimal strategy, but a few things jump out at me from the table. So the value of a part that isn't already legendary is whatever probability of transmuting a legendary it can give you, based on an optimal transmutation strategy through the table. Any other parts are basically a waste, unless you need them immediately to win a particular fight. Strategically, it seems like the goal for transmuting is to get as many legendary parts as possible. The codes on the left are the rarity of the inputs (c for Common, u for Uncommon, r for Rare, l for Legendary) and the 4 numbers are the probabilities of transmuting into the corresponding rarities.
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