Affix roll pity / bad-luck protection #7

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opened 2026-07-07 05:56:22 +00:00 by denise · 3 comments
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Context

Tier-table line counts fix the 3-line scarcity problem structurally, but playtesting (develop, Jul 2026) showed the opposite problem: drops are too generous for both Instability Caches and affixed items overall. That creates an easy early-game snowball and weakens the reward of powerful drops.

Simply slashing base rates (e.g. 3% affix / 3% cache) avoids snowball but forces long grinds for often-useless affixes.

Design: soft pity + tier segregation (not pure RNG)

Rolling accumulation (soft pity)

  • Per-player (or per-group) silent counters per sub-category: affix rolls and cache drops segregated by tier.
  • Example: base 3% chance for a low-tier affixed item; each failed roll +1% until success, then reset (soft pity nudging the bell curve).
  • Separate trackers for Instability Caches (high value) vs affixed loot.
  • Trackers are per tier band, not one global pool — tune per encounter level.
  • Higher-tier mobs: low-tier affixes more common; separate (lower) chance for high-tier affix/cache with its own accumulator.
  • Jackpot overlap: tiny fixed chance (e.g. 0.01%) for T1 mobs to drop T4 cache/item; pity accumulator for that band grows much slower.

Instability aura (momentum UX)

  • As cumulative drop chance rises (instanced per zone or dungeon), player takes and deals more damage — visible "building instability."
  • Resets on successful qualifying drop or death.
  • Low-tier pity buildup excluded from aura/momentum (or weighted down) so common junk drops don't spike difficulty.
  • Primary focus: mutated mobs; regular mob farming should not build momentum (or builds very slowly).

Non-goals

  • Replacing tier tables with pure pity
  • Account-wide permanent guarantees without config caps
  • Single global pity pool across all tiers

Implementation notes (TBD)

  • Persist counters: characters table vs session-only for dungeons
  • Hook points: loot roll, cache drop, mutation kill reward
  • .affix GM commands: inspect pity state, reset, simulate
  • Config: base %, pity step, cap, tier bands, aura damage %, mutated-only flag
  • Document in SCALING_AND_LOOT_ECONOMY.md § snowball / pity

Acceptance

  • Per-tier affix and cache pity trackers with configurable base/step/cap
  • Separate cache vs affix accumulation
  • Optional jackpot band with slow pity growth
  • Instability aura (zone/dungeon scoped, mutated-mob weighted) — stacked buff spell 901210 + client Spell.dbc patch
  • Low-tier drops excluded or damped for aura buildup
  • .affix pity (or similar) debug/GM visibility
  • Documented tuning guide in SCALING_AND_LOOT_ECONOMY.md
## Context Tier-table line counts fix the 3-line scarcity problem structurally, but playtesting (develop, Jul 2026) showed the opposite problem: **drops are too generous** for both Instability Caches and affixed items overall. That creates an easy early-game snowball and weakens the reward of powerful drops. Simply slashing base rates (e.g. 3% affix / 3% cache) avoids snowball but forces long grinds for often-useless affixes. ## Design: soft pity + tier segregation (not pure RNG) ### Rolling accumulation (soft pity) - Per-player (or per-group) **silent counters** per sub-category: affix rolls and cache drops **segregated by tier**. - Example: base 3% chance for a low-tier affixed item; each failed roll +1% until success, then reset (soft pity nudging the bell curve). - **Separate trackers** for Instability Caches (high value) vs affixed loot. - Trackers are **per tier band**, not one global pool — tune per encounter level. - Higher-tier mobs: low-tier affixes more common; separate (lower) chance for high-tier affix/cache with its own accumulator. - **Jackpot overlap:** tiny fixed chance (e.g. 0.01%) for T1 mobs to drop T4 cache/item; pity accumulator for that band grows much slower. ### Instability aura (momentum UX) - As cumulative drop chance rises (instanced per **zone or dungeon**), player takes and deals **more damage** — visible "building instability." - Resets on successful qualifying drop or death. - **Low-tier pity buildup excluded** from aura/momentum (or weighted down) so common junk drops don't spike difficulty. - **Primary focus: mutated mobs**; regular mob farming should not build momentum (or builds very slowly). ### Non-goals - Replacing tier tables with pure pity - Account-wide permanent guarantees without config caps - Single global pity pool across all tiers ## Implementation notes (TBD) - Persist counters: characters table vs session-only for dungeons - Hook points: loot roll, cache drop, mutation kill reward - .affix GM commands: inspect pity state, reset, simulate - Config: base %, pity step, cap, tier bands, aura damage %, mutated-only flag - Document in SCALING_AND_LOOT_ECONOMY.md § snowball / pity ## Acceptance - [x] Per-tier affix and cache pity trackers with configurable base/step/cap - [x] Separate cache vs affix accumulation - [x] Optional jackpot band with slow pity growth - [x] Instability aura (zone/dungeon scoped, mutated-mob weighted) — stacked buff spell 901210 + client Spell.dbc patch - [x] Low-tier drops excluded or damped for aura buildup - [x] .affix pity (or similar) debug/GM visibility - [x] Documented tuning guide in SCALING_AND_LOOT_ECONOMY.md
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Upon further playtesting, I have found out that the drops are far too generous for both

a) Instability Cache items
b) Affixed items in general

Thus, creating an easy early-game snowball that saps the reward feeling from acquiring powerful items. The first consideration was to simply lower the drop rates to something minuscule, like three percent for both rolling an affixed item and getting an instability cache (tier-dependent, with low-tiered caches and affixes dropping more frequently). But this creates an undesirable state of being forced to grind for possibly useless affixes.

One solution to this would be to introduce a rolling accumulation system, wherein the players' chance for each sub-category of item caches and affixes silently ticks up on the server side. Take, for example, low-tiered affies.

The player or group starts out with a base chance of rolling an affixed item at three percent; each subsequent failed drop increases the chance by one percent until a successful drop, creating a soft-pity mechanic that slightly nudges the bell curve towards success. The same applies to instability caches. Due to their large values, they should have their own background tracker.

This system shall not apply to all tiers of loot and caches at the same time. We shall segregate them by tier and tune chances per encounter level. So that higher-tiered mobs drop low-level affixes more frequently, while introducing their individual chances at high-tier enchants.

We should keep a small chance to roll absurdly powerful items at the overlap zones, so T1 mobs could have a 0.01% chance of yielding a T4 cache or item, but the accumulation value should be much lower.

Furthermore, we should enhance the UX by introducing an instability aura on the player. As their cumulative chance to drop any item rises (instanced per zone or dungeon), their received damage and dealt damage increase, creating momentum that resets upon a successful drop or death. This creates a problem with high-tier affixes, as low-tier ones are now much more likely to drop, so we need to separate them once again and possibly ignore them while building up momentum.

I would advocate for not building up this momentum mechanic while farming regular mobs, or perhaps keeping the accumulation low. Mutated mobs should be the primary focus for this mechanic.

Upon further playtesting, I have found out that the drops are far too generous for both a) Instability Cache items b) Affixed items in general Thus, creating an easy early-game snowball that saps the reward feeling from acquiring powerful items. The first consideration was to simply lower the drop rates to something minuscule, like three percent for both rolling an affixed item and getting an instability cache (tier-dependent, with low-tiered caches and affixes dropping more frequently). But this creates an undesirable state of being forced to grind for possibly useless affixes. One solution to this would be to introduce a rolling accumulation system, wherein the players' chance for each sub-category of item caches and affixes silently ticks up on the server side. Take, for example, low-tiered affies. The player or group starts out with a base chance of rolling an affixed item at three percent; each subsequent failed drop increases the chance by one percent until a successful drop, creating a soft-pity mechanic that slightly nudges the bell curve towards success. The same applies to instability caches. Due to their large values, they should have their own background tracker. This system shall not apply to all tiers of loot and caches at the same time. We shall segregate them by tier and tune chances per encounter level. So that higher-tiered mobs drop low-level affixes more frequently, while introducing their individual chances at high-tier enchants. We should keep a small chance to roll absurdly powerful items at the overlap zones, so T1 mobs could have a 0.01% chance of yielding a T4 cache or item, but the accumulation value should be much lower. Furthermore, we should enhance the UX by introducing an instability aura on the player. As their cumulative chance to drop any item rises (instanced per zone or dungeon), their received damage and dealt damage increase, creating momentum that resets upon a successful drop or death. This creates a problem with high-tier affixes, as low-tier ones are now much more likely to drop, so we need to separate them once again and possibly ignore them while building up momentum. I would advocate for not building up this momentum mechanic while farming regular mobs, or perhaps keeping the accumulation low. Mutated mobs should be the primary focus for this mechanic.
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First implementation in #10

First implementation in #10
Author
Owner

After playtesting, I noticed a critical bug with how we're resetting the pity aura. Even after rolling successfully past the gate, loot on the corpse is not guaratteed.

Meaning the player can pass the check but receive no reward.

After playtesting, I noticed a critical bug with how we're resetting the pity aura. Even after rolling successfully past the gate, loot on the corpse is **not guaratteed.** Meaning the player can pass the check but receive no reward.
denise added reference feature/pity-instability 2026-07-08 18:04:37 +00:00
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denise/mod-random-enchants#7
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