Grandpa Minion
Hunter
Combining doesn't make weapons stronger than intended — it makes perfect weapons
(Posting this as discussion, not a bug report. Nothing here is broken. The combine station does exactly what the code says it should. But I think the magnitude of what it does to loot rarity isn't widely understood, so here are the actual numbers from V3.0.1's items.xml.)First, what combining actually does
It is not additive. It takes two of the same item and, for each stat independently, keeps the better of the two values and discards the other. Item A's +23% EntityDamage merged with Item B's +61% gives you +61%, not +84%.So the ceiling is fully respected. Nothing here produces a weapon stronger than TFP allows. Weapons are not overpowered. If someone tells you combining lets you stack damage forever, they're wrong.
The stat roll
Every weapon rolls two values per stat and sums them (per TFP's own comment in items.xml — "quality (0 rolls as base value, >0 rolls as the added value)"):- Base roll — always fires. Small.
- Added roll — only a 30% chance to fire, gated by quality tier and lootstage.
| Stat | Ceiling | Chance one drop lands in the top 10% of that stat |
|---|---|---|
| EntityDamage | +80% | 5.3% (1 in 19) |
| MagazineSize | +110% | 3.9% (1 in 26) |
| RoundsPerMinute | +32% | 7.1% (1 in 14) |
| DamageFalloffRange | +80% | 5.3% (1 in 19) |
| DegradationMax | +80% | 5.3% (1 in 19) |
Those are fine odds on their own. The interesting part is what happens when you want all five.
The number
Chance a single dropped M60 lands in the top decile on all five stats at once: 1 in 2,393,074.That's the weapon you were never supposed to find. That's the god roll.
With combining, the number of copies needed to build that exact weapon:
- 39 copies → 50% chance
- 76 copies → 90% chance
- 127 copies → 99% chance
Why the gap is so enormous
This is the part I think gets missed. It isn't that the ceiling is easy to reach — it's that combine merges each stat independently.Without combining, you have to get lucky on all five stats on the same item. That's the 1-in-2.4-million wall.
With combining, you only need each stat to get lucky once, anywhere in your pile — and then combine harvests them into one weapon. Best EntityDamage from copy #7, best MagazineSize from copy #23, best RoundsPerMinute from copy #51. The lottery isn't beaten. It's bypassed.
A 2.4-million-to-1 outcome becomes a weekend of farming.
What this means in practice
On a long-running server — especially PvP — everyone who bothers converges on identical, mathematically perfected gear. Not because they got lucky. Because they farmed volume. There's no skill requirement, no perk investment, no resource cost, no time gate: just copies.The chase is gone. The weapons aren't stronger than intended; they're just no longer rare, and for a lot of us the stat lottery was one of the last things left to chase at endgame.
What I'm not claiming
- Not a bug. The code does exactly what it's written to do.
- Not overpowered. The +80% ceiling holds. Nothing exceeds it.
- Not free. You burn 39–127 copies. That's a real grind — it's just a grind anyone can complete, rather than rng most players never win.
- Not obviously bad. Plenty of players hate loot RNG and would call deterministic perfection a feature, not a flaw. That's a legitimate position and I'm not pretending it isn't.
The actual question
Is the intent that a perfected weapon should be a rare find, or a farmable target?If it's meant to be farmable, then this is working as designed and I'll shut up. If it's meant to be a chase item, then combining currently routes around the entire chase, and the levers are all small ones — a resource cost, a crafting-skill requirement, a diminishing return on the merge, or simply not taking the max on every stat.
Curious what others are seeing on their servers.