All Code-Quotes belongs to Sacred and Ascaron Entertainment & Deep Silver. Respect their work. I use their values as reference.

I have a real problem with the Loots in Pocket Legends. ATM I get every 5 hours a pink item. But Orange and Green Items are a lot more often than white and greyitems.
There goes something wrong. So I thought a lot about the problem in PL and under my shower I got a nice idea.
Explain the rules of RPG-Lootrates with help from some professionals.

Now comes the first part of code, all measures in promilles.

local newBalanceValues = {
[...]
[COLOR="rgb(154, 205, 50)"] ZRareExpectation15 = 2,
ZRareExpectation14 = 6,
ZRareExpectation13 = 14,
ZRareExpectation12 = 16,
ZRareExpectation11 = 24,
ZRareExpectation10 = 34,
ZRareExpectation09 = 46,
ZRareExpectation08 = 58,
ZRareExpectation07 = 72,
ZRareExpectation06 = 88,
ZRareExpectation05 = 106,
ZRareExpectation04 = 124,
ZRareExpectation03 = 144,
ZRareExpectation02 = 166,
ZRareExpectation01 = 456,
ZRareExpectation00 = 1000,[/COLOR]
[COLOR="rgb(139, 0, 0)"] ZRareBasepoints15 = 1350,
ZRareBasepoints14 = 1320,
ZRareBasepoints13 = 1290,
ZRareBasepoints12 = 1260,
ZRareBasepoints11 = 1230,
ZRareBasepoints10 = 1200,
ZRareBasepoints09 = 1175,
ZRareBasepoints08 = 1150,
ZRareBasepoints07 = 1125,
ZRareBasepoints06 = 1100,
ZRareBasepoints05 = 1080,
ZRareBasepoints04 = 1060,
ZRareBasepoints03 = 1040,
ZRareBasepoints02 = 1020,
ZRareBasepoints01 = 1000,
ZRareBasepoints00 = 750,[/COLOR]
[...]

The GREEN-Code:
This are dropvalues. A commondrop (ZRareExpentation00) is notationed with 1000%o, means 100% normal dropfactor. The Expentation means, if higher, it is more rare.
So, in PL a grey-item will be dropped. (Okay, the Gamesystem is a little different...)
A purple Item (ZRareExpectation11) is dropped will be dropped with a value of 24%o. Means: You have a 2,4% chance to drop a purple item. Ever 1000 drops you have ~24 purple items.
A PINK-Item in PL will have a chance of 6%o - 0,6% chance.

As explaination: The DARKRED-Code is a modifier. If an ITEM is more rare (here set-items), it has more modificated values.
A 7-8 DEF-Armor has as a pink-Armor 132 DEF.
Maybe for PL a little unfair - maybe 13,2 DEFpoints would be more fair. But anyways:
The droprates in PL are incredible.


Now we make it more complicated:

local beValues = {
NORMAL_STANDARD = 350,
NORMAL_RUNE = 15,
CHAMP_STANDARD = 700,
CHAMP_RUNE = 45,
BOSS_STANDARD = 1000,
BOSS_RUNE = 600,

EXTRAGOLD = 0,
EXTRAPOTION = 0,
EXTRARUNE = 0,
Trader_Item = 2300,
Trader_Many = 10000,
Trader_SpecialOffer = 0,
Well_Potion = 1000,
QUEST_UNIQUE = 1000,
[COLOR="rgb(160, 82, 45)"] SUBFAMDROP_LOWCHANCE = 10,
SUBFAMDROP_HIGHCHANCE = 100,[/COLOR]
}

The DARKGREEN-Code means following:
NORMAL_STANDARD = 350 means: You have a chance of 350%o that something drops when you kill a causual creature. Every 35% you have a drop.
So, if you are lucky, the dices were lucky, you have a chance of 35% that an item will be dropped. This is multiplied to to the upper-drops.
So you have 35%-Chance that something drops and 0,2%-Chance for a SET-LEGENDARY-Item. Means: From every 100 killed Creatures you get 35 items. And every 1000 Items will be 2 of them a SET-LEGENDARY-Item.
So you have a chance of 0,07% that you get such an Item.
10.000 Creatures killed - 7 SET-Items. But only if you are really lucky. Only ment for causual creatures / NPCs.
If you kill a Champ (Miniboss) you have a chance of 700%o / 70% dropchance, same rules of Itemdroppings like above.
When you kill an ENDBOSS you have a chance of 1000%o / 100% that something drops.
The RUNES are in Sacred a special way to get your magical skills.

Another Droptwist:
SUBFAMDROP is a Dicevalue. Whenever you kill an creature, you can have luck, and your CHANCE that SOMETHING DROPS can increase from 10%o / 1% to 10%. So you can have the best dropchance of 110%! With a little luck 2 Items! Cool, eh?


Okayokay, enough from maths, now we point a values.
My next problem with this game:
I started with Lvl 1 - Lvl 20. You have here drops of max. 15Gold when you crush a chest. With Lvl 50 you have nearly the same max-gold-drops. WTF? WHY I AM LVL 50 AND GET NO MONEY? IT IS NORMAL, IN EVERY GAME, THAT THE GOLDAMOUNT INCREASES WITH LVLs. Higher Level -> More Golddrops.
But not in Pocket Legends.

Point 2: PL seems to be a little stiff with attributes. Enemys have the same attributes as usual. Everything works on the same old way, you know what I mean. I can hit 2 times a mummy. And I can hit 2 Times another mummy.
But the mummy had a long life, the mummy trained hard and they are differently skilled. No mummy has the same history.

So, here is my suggestion from Sacred 2:

local basetables = {

tableRows = 16,

-- begin of some hard-coded data
EFFECTDURATION = {500,3000,5000,5000},
-- end of hard-coded data
QuestExplow = {20,25,30,40,50},
QuestGoldlow = {25,30,35,40,50},
SpellFactorDiff = {800,1000,1200,1500,2000},
QuestGoldmax = {3025,4030,5035,6040,8050},
DefenseFactorDiff = {650,1000,1500,2500,4500},
QuestExpmax = {4020,5025,6030,8040,10050},
MP_experience = {1000,1150,1325,1550,1825},
[COLOR="rgb(160, 82, 45)"] NPC_speedfac_any = {1000,1050,1100,1175,1250},
AttackFactorDiff = {800,1000,1750,2750,4500},
DamageFactorDiff = {1000,1050,1200,1350,1500},
LifeFactorDiff = {1000,1400,2000,3000,4000},
MP_damage = {1000,1050,1100,1160,1220},
MP_lifeHP = {1000,1300,1650,2100,2650},
MP_EShieldHP = {1000,1300,1650,2100,2650},
MP_combatvalue = {1000,1100,1210,1330,1460},
MP_armor = {1000,1100,1210,1330,1460},
Spawn_OffsetLow = {0,0,40,70,110},
Spawn_OffsetHigh = {0,35,80,120,175},
Spawn_FactorPM = {1000,1100,1175,1250,1350},
PriceFactor = {700,1000,1400,1900,2500},
RuneLevel = {1,1,20,35,50},
Potion_big_duration = {9000,9000,9000,9000,7500},
Potion_small_duration = {9000,8000,7000,5500,4000},
Potion_middle_duration = {9000,9000,8000,7000,6000},
NPC_attrWdam_fact = {1000,1100,1250,1500,2000},
MP_intensity = {1000,1100,1210,1330,1460},
LevelCapDiff = {60,100,140,180,200},
BlacksmithSkillForDiff = {1,20,60,105,150},
LevelMinForDiff = {1,1,60,100,140},
AllEnemy_lvl = {1,10,20,200,250},
Enemy_armor = {800,900,1000,6000,7200},
Enemy_weapondamage = {650,850,1000,3300,3630},
Enemy_spelldamage = {500,800,1000,3500,3850},
SpellAttackFactorMT = {1000,1330,2000,2000},
SpellDefenseFactorMT = {1000,1750,2500,2500},
HitFactorMT = {1000,1500,2000,2000},
DamageFactorMT = {1000,1200,1400,1400},
LifeQuotientMT = {2500,800,125,125},[/COLOR]
}

We have here a lot of values.
First: QuestGoldlow & QuestGoldmax.
Whenever you complete a quest, you have here a normal amount of gold.
Maybe we say: 100Gold. So, if you had a bad day, you can get 100G*20%o = 100G*2% = (100G/100)*2 = 2Gold.
But if you are lucky: 100G * 8050%o = 100G*805% = (100G/100)*805 = 805Gold!

Then we have some ATTRIBUTION-Changers:
I marked the necessary part in red...
So we say, we have 4 mummys. Their base-value is ... lemme say lvl 45, 100 DEF, 100 ATK, 1.0 SPEED.
So we have here: Enemy_ARMOR, Enemy_WEAPONDEMAGE, Enemy_SPELLDEMAGE.
These are modificators. So a mummy can have 720DEF and 65ATK or 100DEF and 330ATK. Every Attack will be diced and their factors can be different. The last thing works in PL really really well.
And some mummys are really really old and others are ... 2 days mummyficated. So some are faster, and some slower. There we have the NPC_speedfac_any. This changes their moving-speed and their attack-speed. This is really useful to simulate a more realistic MMORPG.

I have a lot more statistics and values - but this goes toooo deep to handle this in a only thread.

Now my NOT-MATHSRELATED-THING but annoying too:
HELL?! WHAT IS HERE WRONG? I sold LEGENDARY LVL 20 Items for 2k - and the most of my LEGENDARY LVL 50 Items sold for 333G? WTF?!
What is wrong with the auction-house?

With PL-Inflation the prices should be high as hell... and I see there the problem with the drop rates.






This is only my opinion of view. You haven't to read everything - if you are a dev, you should it anyways.
If you like my thoughts: Response please.
If the devs have more interests about this thing: Mail me.

Excuse my english, I'm from germany.


Best regards, it's a funny and nice game - but I miss these complexive gameplay,

Mio