PC A detailed breakdown of loot odds for the Shotgun Messiah Crate

Boidster

Refugee
Because I hate myself, I did the math. Note that when you open the crate, the below table is checked from 1-3 times.


Percent chance of getting loot from a Shotgun Messiah Crate


Weapon Parts*

(all weapon types equally possible)



12%


 


 


Blue adds


 


Repair Kits (count of 2-3)


8%


 


 


up to 100%


 


 


 


 


 


 


 


Base Probability by Category


16%


16%


16%


24%


8%


Gamestage 1


Ranged


Melee


Armor


Ammo


Mod***


T0


16%


16%


16%


24%


 


T1


 


 


 


 


2.64%


T2


 


 


 


 


2.64%


T3


 


 


 


 


2.64%


Gamestage 10


Ranged


Melee


Armor


Ammo


Mod***


T0


14%


14%


14%


14%


 


T1


1%


1%


1%


10%


2.64%


T2


 


 


 


 


2.64%


T3


 


 


 


 


2.64%


Parts for same category**


1%


1%


1%


 


 


Gamestage 50


Ranged


Melee


Armor


Ammo


Mod***


T0


 


 


 


3.4%


 


T1


7.5%


7.5%


7.5%


18.4%


2.64%


T2


0.9%


0.9%


0.9%


2.2%


2.64%


T3


 


 


 


 


2.64%


Parts for same category**


7.5%


7.5%


7.5%


 


 


Gamestage 100


Ranged


Melee


Armor


Ammo


Mod***


T0


 


 


 


1%


 


T1


7%


7%


7%


17%


2.64%


T2


2%


2%


2%


6%


2.64%


T3


 


 


 


 


2.64%


Parts for same category**


7%


7%


7%


 


 


 


 


 


 


 


 

















































































* This is the "weaponParts" group, listed directly in the Shotgun Messiah container loot group.

** These parts come from the Ranged/Melee/Armor groups, so for example instead of a ranged weapon you might get ranged parts

*** The ModsAllScaled group is weird and appears to be using the wrong kind of probability group; if TFP writes well-formed XML and their parser won't accept the wrong type of group, then the percentages above are correct. Basically it's an even chance between T1/T2/T3 mods, if the crate chooses from the mods group.

 
Last edited by a moderator:
I have been playing around with this over the last few days and have ended up with some XSL transformations which allow me to import loot.xml into MS Access in such a way that I can, probably, answer almost any question about loot probabilities. I'm going to play with it to see if I can make a useful, sharable tool out of it, but for the moment I have put up the XSLT files in the post below.




 
I can, probably, answer almost any question about loot probabilities
2eo87f.jpg


Goodbye Mystery....Hello Meta

;)

 
Yes, if this morphs into anything useful, it will surely turn out to be a good-intention-paved road. When I say "answer any question" I mean for the purpose of "dispel myths about how broken the loot system is" or possibly "uncover unknown bugs/quirks in the data".

I fully expect it will be used by some to either min/max to seven decimal places, or rant about how such min/maxing is now RUINED by TFP. 😄

 
If possible could you tell us what are the exact chances of finding any outside of current gamestage type items aka steel/iron on day 1?

 
If possible could you tell us what are the exact chances of finding any outside of current gamestage type items aka steel/iron on day 1?
Doesn't it already do that?

GS 1, iron chance is 0,% steel 0%

GS 10, iron chance 1%, steel 0%

No idea what GS you could reasonably get to on Day 1.... would be an interesting test.

 
If possible could you tell us what are the exact chances of finding any outside of current gamestage type items aka steel/iron on day 1?
Well, you'd have to define "outside of current gamestage" I guess, since by definition any scaled loot table will not allow anything from outside your gamestage. As Kalen points out, for the Shotgun Messiah crate there is 0% chance of finding any T1 items until GS 10. Same would be true for any container that uses the standard GS-scaled loot probabilities.

When I get done loading up the XML into my little project database, I ought to be able to figure out all possible pathways to T1 gear and perhaps find a hole someone could squirm through to get some early T1 loot.

 
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