The Gronk
Colon Pounder
There are three main variables in play. Loot abundance, random number of items looted and player level.Now you are just being obstinate. If "25% Loot Abundance" means you have a 75% chance of each container being empty then the odds of getting 200 empty containers in a row is 1 in 9721814310366126963951628. If "25% Loot Abundance" means 25% of normal and normal is say 50% on containers then your odds of any single container being empty is 87.5%. The odds of getting 200 empty containers in a row is a lot better. It is now 1 in 396633502959. Both of these odds are so low that getting 200 empty containers in a row means something is BROKEN. Hell, lets say there is a 90% chance of a container being empty. The odds of opening 200 empty in a row is 1 in 1417418549. 99% gives you 1 in 7. So at 99% you could reasonably say 200 empties could just be bad luck.
Edit: Just a note. It doesn't matter how you get to the % chance of a container being empty. It could be several variables interacting.If you find the chance of a container being completely empty and do the math 200 is way too many containers in a row being empty to just shrug it off to luck.
Loot abundance is 0-100
Items looted can vary between items but let's be generous and say 0-10
player level can vary between 0-200 (if memory serves) but let's be generous and only check 10% of them 0-20
100*10*20 = 20,000
I was being generous the first time. The problem with multiple interacting variables is that they create exponential problems.
I'm not suggesting he actually do this, it would be quicker to write a mod do it automatically. My point was that trying to calculate such a system by hand is futile.