Difference between revisions of "Talk:Unique Variant"

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m (Crafting: new section)
(Better chances aren't an extra game mechanic)
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== Crafting ==
 
== Crafting ==
  
<b>Error</b>
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'''Error'''
 
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"You may increase your chances of getting a random unique variant simply by crafting many copies of the same item."
 
"You may increase your chances of getting a random unique variant simply by crafting many copies of the same item."
  
 
Each successive craft of the same item yields a greater probability of generating a UV? E.g. I have a 1/10 chance (arbitrary number) of crafting a UV Cutter on the first craft. I choose to craft a 2nd cutter, which will now have a probability of >1/10 to create a UV? This seems unlikely. Can anyone confirm?
 
Each successive craft of the same item yields a greater probability of generating a UV? E.g. I have a 1/10 chance (arbitrary number) of crafting a UV Cutter on the first craft. I choose to craft a 2nd cutter, which will now have a probability of >1/10 to create a UV? This seems unlikely. Can anyone confirm?
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: The "increased probability" refers to overall chances of getting a single unique variant, and refers to basic probability (rather than an extra game mechanic). If the odds of not getting a unique variant in one try are 9/10, then the odds of not getting a variant in two tries should be (0.9)*(0.9) = 0.81 = 81%. --[[User:Pauling|Pauling]] 12:59, 19 April 2011 (UTC)
  
  
<B>Probability per item</b>
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'''Probability per item'''
  
 
Are any items known to have a greater probability of generating UV on craft?
 
Are any items known to have a greater probability of generating UV on craft?
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: I don't think we've tested this in anywhere near that level of detail. Most of our mass crafting has focused on haze bombs due to cost. Have the devs commented on this? --[[User:Pauling|Pauling]] 12:59, 19 April 2011 (UTC)

Revision as of 12:59, 19 April 2011

I crafted a Jelly Shield, and I got Increased Defense Piercing MAXIMUM! (it had an exclamation mark) but I didn't see a difference on the linear thingy... but I gave the shield away lol

DarthLOL 01:18, 6 April 2011 (UTC)

I've heard that a weapon crafted with a level 10 item will have a better chance of getting a variant, any thoughts? --Hamiltond465 21:17, 10 April 2011 (UTC)

Nobody has noticed anything like that to my knowledge. --Equinox 22:33, 10 April 2011 (UTC)

Crafting

Error "You may increase your chances of getting a random unique variant simply by crafting many copies of the same item."

Each successive craft of the same item yields a greater probability of generating a UV? E.g. I have a 1/10 chance (arbitrary number) of crafting a UV Cutter on the first craft. I choose to craft a 2nd cutter, which will now have a probability of >1/10 to create a UV? This seems unlikely. Can anyone confirm?

The "increased probability" refers to overall chances of getting a single unique variant, and refers to basic probability (rather than an extra game mechanic). If the odds of not getting a unique variant in one try are 9/10, then the odds of not getting a variant in two tries should be (0.9)*(0.9) = 0.81 = 81%. --Pauling 12:59, 19 April 2011 (UTC)


Probability per item

Are any items known to have a greater probability of generating UV on craft?

I don't think we've tested this in anywhere near that level of detail. Most of our mass crafting has focused on haze bombs due to cost. Have the devs commented on this? --Pauling 12:59, 19 April 2011 (UTC)
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