If the chance for an item to drop with any LP is 5%, it’s now 10%. Getting 1, 2, 3 or 4 LP is just another roll afterwards. The chance should scale with corruption, yes
Hello, I logged in to the forums just to post on this topic.
I want to say that with the new Nemesis system, having double chance for LP 1 is actually bad for your character. Since LP1 items cannot be Nemesis’d, and the actual chance for LP 2, 3 or 4 is totally unaffected.
So this is actually a nerf. In order to be actually beneficial, the Rank perk should apply to the chance for rolling LP2, 3 and 4 as well, not just the appearance of LP, since it actively harms the chances of getting a useful item.
Basically 100% of the time, you would rather have a chance to roll good stats on Nemesis egg than to have a useless LP1 item.
Please fix this by either allowing LP1 items to be Nemesis egged or make it so the perk also applies to higher LP potentials.
You are correct friend, this does not apply to the more rare Uniques. Although even those could be topic for argument because of the incredibly powerful potential of the Nemesis Egg. You could roll an egg and get your ultra rare Unique to like LP 3 if lucky.
But I’d like to clarify that I am not a hardcore player of the game, have only played until corruption 300 and have not defeated Aberroth yet. And in my experience, farming the more common Uniques, it is very sad to see so many LP1s dropping because I decided to go CoF before knowing the complete scoop about this mechanic.
LP2s are rare, and now LP0s are equally as rare. I hope a workaround of some sort can be found, or else I think most people will just go to merchant faction and buy LP0 uniques to roll the egg.
Actually, according to Mike, low LPL items have a higher chance to get LP in Nemesis and high LPL items have a higher chance of getting a legendary affix.
Which kinda makes sense. After all, you’re bound to have a bunch of high LP items for common uniques already, so having a chance to roll another 2LP isn’t that appealing, whereas a random 2-3 affixes might make it a good item.
Likewise, you don’t want to put a red ring and almost always get a random affix, since that’s bound to be useless. So it’s good that it has a higher chance to roll LP than affixes.
Hi, I just wanted to add that the LP1 CoF perk actually has another big disadvantage at the moment. It prevents players from interacting with the current season’s main mechanic, which I believe it’s not good for the overall state of the game.
low LP chance uniques still have waaaaaaaaay lower chance to get LP than high LP chance uniques.
Relative to each other it might be that those super rare uniques have a higher chance to get LP, but in absolute value they have waaaaaaaaaay less chance.
I talked about it here:
Event Horizon is a very good item to practically test this behaviour in “larger” quantities.
Because it is very easy to obtain in large quantities but still has incredibly low LP chance (similar to super rare chase uniques like Red Ring, Ravenous Void or Omnis).
Yes 40 is still a pretty small sample size but I think it is enough to underline my point.
Nemesis is not a “season mechanic” it is a core feature that has been added alongside other things. There are currently no “season” mechanics.
While this specific situation makes the Nemesis system a bit lackluster, I don’t think its that bad for the game overall.
All in all the Nemesis system still provides uses to a lot of uniques that would be otherwise useless and just because 1LP uniques have dropped off a bit in value because you will have so many of them doesn’t completely make the Nemesis system useless.
I was only going from Mike’s answer on Discord:
“Lower LPL items are more likely to get LP and higher LPL items are more likely to get affixes”.
I highlighted “more likely” because that’s what it makes it seem like low LPL items will get LP more often than legendary affixes. Which clearly isn’t the case as your example shows, but that is what Mike made it look like with his statement.
More likely is just relative to their base chance. So it makes perfect sense.
That is the same with WW affix rolls.
WW items are more likely to roll class specific affixes. But class specific affixes are still rarer than regular affixes.
Yes, it’s likely that Nemesis has a base chance to roll legendary or LP and having high or low LPL changes that base chance.
It’s just that the way he phrased it made it seem like something else.
Anyway, it’s been cleared up now, especially given your own example, so let’s move on
Ummm, say what now? I thought Mike said the opposite? Plus, why would high lpl have a higher chance of getting lp from a nemesis than low lpl uniques?
Not really. If a unique goes into the egg, it has to get either lp or affixes. If the chance for it getting lp is similar to if it drops naturally then the low lpl unique stands a better chance of getting lp than the high lpl unique & thus the chance for affixes is just 1 - that probability.
This is the entire point. The Nemesis system uses the natural LP chance as a baseline but has a different weighting than natural drops.
Similar to WW items and rare affixes.
The Nemesis system is giving high LPL uniques a larger boost in chance then low LPL uniques to roll LP on them.
But since they still use their baseline LPL it is still rarer for those high LPL uniques.
Disclaimer: EHG could clear this confusion up right away, but apparently doesn’t want to. It’s a long standing tradition amongst game developers, and I find it super annoying every single time. Because of that, I’m not terribly interested in this topic.
That said, your two sentences seem to contradict each other. Or maybe I just need a nap.
Just some random numbers to explain what my statement means.
These are entirely made up and are not a real example.
Imagine Item A and Item B:
Item A has 10% chance to drop with 1LP
Item B has 1% chance to drop with 1LP
If you put item A into the Nemesis System (Egg of the Forgotten Knight) it gets a 20% boost to the chance of getting LP added. So it getting 1LP is 12%
If you put item B into the Nemsis System it gets a 50% boost to the chance of LP added. So it has a 1,5% chance to get 1LP.
The chance for the Item B which has significantly less chance for LP gets boosted by the Nemesis system by a far greater amount relative to item A, but the absolute chance is still significantly lower.
I would turn this around and say it is the fault of the gaming community and especially datamining. We only know so exact %chances because of that and the gaming community over the years has become extremly entiteled in terms of what they demand to know exactly.
(Funny enough we don’t even know the exact nubmers only some estimated or things that don’t take every factor into account, yet still people refer to these numbers a lot instead of just playing the damn game)
Systems like this are fine withotu knowing every single detail and by using and playing with the system the community(or even an individual player) will find out how its works, even without knowing exact numbers.
That the chance for LP being added is lower for items that already have a lower LP chance is glaringly obvious once you used the system a few dozen times already.
We don’t need to know the exact dtails of the numbers in the background.
Thank you for clarifying, I didn’t know Nemesis system was in it for good. Seems a bit OP now that I see it’s a permanent thing instead of a seasonal mechanic.
So, basically, even though the lower LP-chance items are boosted more in Nemesis, they still have a lower chance to increase LP than a higher LP-chance item because the higher LP chance item started with a higher chance to increase LP.
And I think Llama is saying something like, “Nemesis has a limited number of things it can do, increase LP is one of them, and therefore the items chance for LP doesn’t matter”.
I’m not sure which is correct, but I do understand what you are saying (I think). thanks for that.
Just a hard disagree here. And I think we’re both mature enough that someone on the internet disagreeing with us isn’t upsetting. I’m disagreeing with the point, not attacking the person.
All the below is my opinion, I’m not speaking for everyone.
My disagreement stems from the nature of RNG and human perception. The only way you (a player) can actually tell what an RNG system with low probabilities is doing, is by doing “it” thousands of times (whatever “it” is). So saying a player can figure it out, is expecting a player to figure it out, or go to the internet to find an article from someone with motivation and time to do something like a valid test. This shit turns me off. I think it’s wrong. I think it’s bad practice, and it’s one of the only thing about ARPGs that I consistently wish would just go away.
As players we play these games to get items, especially the items that are more powerful. If a dev provides two routes to get items, and there is a significant difference in drop chance, it would be nice if the dev made clear how it worked to at least attempt to avoid the probably unavoidable holy war that will erupt between players about minutia that most player simple don’t care about.