Question about adjusting loot chance

Can someone help me understand loot1Chance and Loot1Weight? Suppose I want to double the drop rate.

There has been a thread How do you adjust Drop Rate - Grim Dawn / Modding - Tutorials and Help - Crate Entertainment Forum here but I don’t understand this.

1.You have a certain number of items that drop from the chest.
2. The ordinal number of an item corresponds to the index in lootXchance array. The sum of the same indices in all lootXchance corresponds to the total weight of chance and is usually 1000.
That mean you have 300/1000 chance for 1st item, 100/1000 for 2nd item, 0/1000 for 3rd item etc. to roll it from Loot1 pool.
3. lootXWeightY corresponds to the weight of chance lootXNameY will be rolled.
That way you have 100/104 chance for Name1 item will be rolled and 4/100 chance for Name2 item will be rolled if Loot1 pool was rolled in previous step.

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Thank you for explanation. So if I wanted to double the rate of legendary drops I would need to know the index for it, right? (No idea how I could find that out.) To use the example in the pic.
The sum of 300+100+200+100+100 = 800
Now suppose the legendary is index 2 corresponding to 100/800 chance. I would then need to edit 100 to 200, while subtracting 100 total from the other four items with weights to keep the sum at 800. Since there are 4 other index with values, that means I could subtract 25 from each of the others. So the 300, 100, 200, 100, 100 would be changed to 275, 200, 175, 75, 75. Am I getting this right?

Wrong.
Sum of the same indexes in all lootXchance are:
300+700+0+0=1000 for 1st index (1st item)
100+900+0+0=1000 for 2nd index (2nd item) etc.

Legendary items are lays in loot1Name2: mt_hu_miscall_d01.dbr
You need recalculate weights in loot1Chance and/or loot1Weight2 but it is nontrivial problem that could not be solved just “double that value”

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Can you elaborate on this a bit further. When you say Name1 item will be rolled, is that the same as saying Name1 item is dropped? I suppose you get 100/104 from 100/(100+4). If that’s right, then why isn’t it 4/104 chance Name2 will be rolled?

Is Name1 = Epics and Name2 = Legendaries?

Can you elaborate on this too? If I change Loot1Weight2 from 4 to 8, wouldn’t that roughly double the Legendary drops? From your reply I’m guessing not, but why?

Yes and no. This chest loot table links to item tables. Rolled Name1 means game pick corresponding item table then roll what exactly item will drop.

Yup, my mistake. Must be 100/104 and 4/104

Exactly for that loot table and Loot1 section.
Also, Loot2 section for magic/rare items
Loot3 section for normal/rare components
Loot4 section for rare recipes

Because 4/104≈3.8% and 8/108≈7.4% that slightly less than 2 times.

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Thanks, I’m understanding a bit better now but probably not fully. Suppose I wanted to double both Epic and Legendaries. So originally 1st item had 300/1000 chance to use Loot 1, which has Epic and Legendaries. So if I raise the first index of Loot1Chance from 300 to 600, and then lower the first index of Loot2chance (magic/rare) to 400, now I’ve doubled the Epic and Legendary drops for the first index (and lowered the magic/rare chance)?

Also, while trying to reverse engineer Smash n Grab, I noticed in, for example, chest_bossloot_01.dbr the default values for 3rd index is Loot1=0, Loot2=0 , and Loot 3=1000. But in Smash n Grab, he has Loot1=80, Loot2=990, Loot3=0. So this means for Smash n Grab, there are no normal/rare components for index 3 but Epics/Legendaries, magic/rares get a chance. So how do you know what Epics/Legendaries will drop from index 3?

I noticed Smash n Grab also has loottables/mastertables/mt_hu_miscall_*01.dbr. Do you know what he’s using this for?

Right.

mt_hu_miscall_*01.dbr also has in base files. This is item loot tables, they are linked to following “layer” of item tables and determine what items will drop.
mt_hu_miscall_a01.dbr - for non-unique items
mt_hu_miscall_c01.dbr - for epics
mt_hu_miscall_d01.dbr - for legendaries