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These values appear to be intended to be used as a multiplier, so they take the form of 1.XX.

However, the actual logic in LootLevelsExpanded.cs adds these values to PerLevelLootScale (in DetermineLootScale, for creatures that don't have characterSpecificLoot configured) or to scale_factor (in MultiplyLootPerLevel or ExponentLootPerLevel, for creatures that do have characterSpecificLoot configured) prior to multiplication with the creature's level.

As a result, what is probably intended as a 2%/5%/8%/etc bonus actually winds up as a 102%/105%/108%/etc bonus (before any configured amountScaleFactor is taken into consideration) which seems erroneously high and probably unintended.

This caused creatures to drop roughly double the expected loot with the default PerLevelLootScale value of 1 (e.g. a level 5 mob normally dropping 1 item would drop 10 rather than the expected 5).

These values appear to be intended to be used as a multiplier, so they take the
form of 1.XX.

However, the actual logic in `LootLevelsExpanded.cs` adds these
values to `PerLevelLootScale` (in `DetermineLootScale`, for creatures that don't
have `characterSpecificLoot` configured) or to `scale_factor` (in
`MultiplyLootPerLevel` or `ExponentLootPerLevel`, for creatures that *do* have
`characterSpecificLoot` configured) prior to multiplication with the creature's
level.

As a result, what is probably intended as a 2%/5%/8%/etc bonus actually winds up
as a 102%/105%/108%/etc bonus (before any configured `amountScaleFactor` is
taken into consideration) which seems erroneously high and probably unintended.

This caused creatures to drop roughly double the expected loot with the
default PerLevelLootScale value of 1 (e.g. a level 5 mob normally dropping 1
item would drop 10 rather than the expected 5).
@MidnightsFX MidnightsFX merged commit 0f13028 into MidnightsFX:master Feb 10, 2026
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2 participants