Changes

Added calculations for trinket drop chances from monsters and crates and barrels.
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All Trinkets, with the exceptions of the [[Basilisk Paw]] and the [[Magic Hair Gel]], can be re-forged on an [[Anvil]]. This randomizes their stats and costs 3 [[Iridium Bar]]s per re-roll.
 
All Trinkets, with the exceptions of the [[Basilisk Paw]] and the [[Magic Hair Gel]], can be re-forged on an [[Anvil]]. This randomizes their stats and costs 3 [[Iridium Bar]]s per re-roll.
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==Trinket List==
 
{| class = "wikitable sortable"
 
{| class = "wikitable sortable"
 
! class="unsortable" | Image
 
! class="unsortable" | Image
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|{{price|1000}}
 
|{{price|1000}}
 
|}
 
|}
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==Drop Chances==
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All trinkets, other than the Magic Hair Gel, have a 0.63% chance to be found in a [[Skull Cavern#Treasure Rooms|Skull Cavern treasure chest]]. If the player has not yet claimed [[Mastery Cave#Masteries|Farming Mastery]], then the chance is 0.64% for each trinket.<ref name="treasureroom" /> Calculations for the drop rates from monsters and containers are more complex and depend on several factors.<ref name="spawntrinket" />
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===Monsters===
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When slain, all monsters have a chance to drop a random trinket that is not the Magic Hair Gel. This is calculated as follows:
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#Every monster starts with a base chance of 0.4%.
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#Every point of maximum health will add an additional 0.001% to the base chance.<ref name="monsterinfo" />
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#After adding the monster's max health, its category is considered:<ref name="monsterinfo" />
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##If it is classified as a "Glider" (flying enemy) and its max health ≥ 150, then 0.2% is added to the drop chance. This condition is applied to [[Bats|Iridium Bats, Bats (dangerous), Lava Bats (dangerous)]], [[Haunted Skull]]s, [[Haunted Skull (dangerous)|Haunted Skulls (dangerous)]], [[Cave Fly (dangerous)|Cave Flies (dangerous)]], [[Carbon Ghost]]s, [[Putrid Ghost]]s, [[Squid Kid (dangerous)|Squid Kids (dangerous)]], [[Bug (dangerous)|Bugs (dangerous)]], [[Armored Bug (dangerous)|Armored Bugs (dangerous)]], [[Serpent]]s, [[Royal Serpent]]s, [[Magma Sprite]]s, [[Magma Sparker]]s, [[Dwarvish Sentry|Dwarvish Sentries]], and [[Blue Squid]]s.<ref name="ghostfly" />
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##If it is classified as a "Leaper", then 0.5% is subtracted from the drop chance. This condition is only applied to [[Spider]]s.
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#After considering all of the above, the chance is the minimum between the calculated value and 2.5%. The theoretical maximum chance at this point is 2.5%. In reality, the calculated chance usually ranges from 0.1% ([[Spider]]) to 1.65% ([[Royal Serpent]] with 18 tail segments).
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#The player's [[Luck#Daily Luck|daily luck]] is now added via the following formula: <code>baseChance += Game1.player.DailyLuck / 25.0</code>. Daily luck ranges from -0.1 (unlucky) to 0.1 (lucky), and the value is increased by 0.025 with the [[Special Charm]].
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##At worst (no Special Charm, worst luck day), the chance is decreased by 0.4%.
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##At best (Special Charm, best luck day), the chance is increased by 0.5%.
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#Finally, the player's [[Luck#Luck Buffs|luck buffs]] are added via the following formula: <code>baseChance += Game1.player.LuckLevel * 0.00133)</code>. Every point of luck (via food, rings, etc.) will add 0.133% to the drop chance.
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Trinkets are not directly added to a monster's drop pool; they are spawned separately. This means that the [[Burglar's Ring]] and [[Monster Compendium]] will not affect the chance for or number of trinkets dropped.
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===Crates and Barrels===
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Breakable containers in [[the Mines]], [[Skull Cavern]], and [[Quarry Mine]] have a chance to drop a random trinket that is not the Magic Hair Gel. This is calculated as follows:
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#Every container starts with a base chance of 0.4%.
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#The player's [[Luck#Daily Luck|daily luck]] is added via the following formula: <code>baseChance += Game1.player.DailyLuck / 25.0</code>. Daily luck ranges from -0.1 (unlucky) to 0.1 (lucky), and the value is increased by 0.025 with the [[Special Charm]].
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##At worst (no Special Charm, worst luck day), the chance is decreased by 0.4%.
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##At best (Special Charm, best luck day), the chance is increased by 0.5%.
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#The player's [[Luck#Luck Buffs|luck buffs]] are added via the following formula: <code>baseChance += Game1.player.LuckLevel * 0.00133)</code>. Every point of luck (via food, rings, etc.) will add 0.133% to the drop chance.
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#Finally, the chance is multiplied by a chance modifier, which is calculated via the following formula: <code>1.0 + effectiveMineLevel * 0.001</code>. The location of the crate or barrel will determine the effective mine level:
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##In the Mines, the effective mine level ranges from 1 to 120 and corresponds with the actual floors. Thus, the chance modifier ranges from 1.001 to 1.120.
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##In the Skull Cavern, the effective mine level starts at 121 (on the first floor) and increases by 1 for each additional floor. Thus, the chance modifier starts at 1.121 and steadily increases as the player goes deeper into the cavern.
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##In the Quarry Mine, the effective mine level is set to 5000. Thus, the chance modifier is 6.0.
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The [[The Mines#Difficulty Levels|difficulty levels]] of the Mines and Skull Cavern do not affect the drop rates from containers in each location.
    
==Bugs==
 
==Bugs==
 
*Although trinkets can be [[Friendship#Gifts|gifted]], they do not appear in the Gift Log.
 
*Although trinkets can be [[Friendship#Gifts|gifted]], they do not appear in the Gift Log.
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==References==
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<references>
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  <ref name="treasureroom">See <samp>MineShaft::getTreasureRoomItem</samp> in the game code.</ref>
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  <ref name="spawntrinket">See <samp>Trinket::TrySpawnTrinket</samp> in the game code. Chances are determined in <samp>GameLocation::monsterDrop</samp> and <samp>BreakableContainer::releaseContents</samp>.</ref>
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  <ref name="monsterinfo">Base health and glider categorization can be found in <samp>Data\Monsters.xnb</samp>.</ref>
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  <ref name="ghostfly">Ghosts are coded as gliders in <samp>Ghost.cs</samp>.</ref>
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</references>
    
==History==
 
==History==
992

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