Amiibo drops: Difference between revisions

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imported>Leoetlino
imported>Leoetlino
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**In practice, because HitRateAdjustStart and HitRateAdjustEnd are both set to the same value (5), the formula can be simplified: the rate is 100% if $scan_count_total >= $HitRateAdjustEnd and 0% otherwise.
**In practice, because HitRateAdjustStart and HitRateAdjustEnd are both set to the same value (5), the formula can be simplified: the rate is 100% if $scan_count_total >= $HitRateAdjustEnd and 0% otherwise.


*Determine if there is a Great Hit (RNG)
*Determine if there should be a Great Hit (RNG)
**If $scan_count is <2, use GreatHitRate1st as the probability of getting a Great Hit.
**If $scan_count is <2, use GreatHitRate1st as the probability of getting a Great Hit.
**If $scan_count is 2, use GreatHitRate2nd.
**If $scan_count is 2, use GreatHitRate2nd.
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**Otherwise, if $scan_count is >3, the great hit rate is 0%.
**Otherwise, if $scan_count is >3, the great hit rate is 0%.


*If there was no Great Hit, determine if there is a Big Hit (RNG)
*If there was no Great Hit, determine if there should be a Big Hit (RNG)
**If $scan_count <= 3, a Big Hit is guaranteed.
**If $scan_count <= 3, a Big Hit is guaranteed.
**If $scan_count >= 4, a Big Hit will never happen.
**If $scan_count >= 4, a Big Hit will never happen.
*Determine if there should be a Small Hit (RNG)
**If $scan_count is <2, use SmallHitRate1st.
**If $scan_count is 2, use SmallHitRate2nd.
**If $scan_count is 3, use SmallHitRate3rd.
**Otherwise, if $scan_count is >3, the great hit rate is 0%.
*Determine the drop number rate
**If $scan_count is <2, use DropNumRate1st.
**If $scan_count is 2, use DropNumRate2nd.
**If $scan_count is 3, use DropNumRate3rd.
**Otherwise, if $scan_count is >3, the drop num rate is 0%.


== References ==
== References ==
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