PC Legendary part drop rate is through the floor again.

Now, I'm not claiming certainty with n=100, but that's roughly 10 "successful" rolls vs 1. I'd say there's something going on.
Triple the sewing kits? :)

@theFlu Very nice test, thank you.

Just here to add my; anecdotal not statistically valid, experience of significantly less legendary parts in 2.5.

Day 47, 2 legendary parts (used 1 for T6 stun baton).

No trader quests but several runs through the snow and wasteland POIs. One point in armor and Wasteland Treasures series not complete. One small Savage Country looted (Pine Forest). Probably 250 sewing kits. Been scrapping every Armor part for days and still have 100 in boxes.
 
Sounds like ■■■■ RNG. Friend and I in a duo run were finding a decent amount of them. Enough where we had full g6 armor and weapons soon as we could craft them. Default loot settings.
 
Sounds like ■■■■ RNG. Friend and I in a duo run were finding a decent amount of them. Enough where we had full g6 armor and weapons soon as we could craft them. Default loot settings.

What were you armor skill looking like? Are you both maxed?
 
No points in armor skills for me, and on day 22 (23?) on 2 hour days I've found 32 total Legendary Parts, and I just unlocked T5 quests.

Didn't really pay attention to the rate previously, but it's a reasonable amount. Definitely looks like putting points in armor is a problem.
 
Can devs please fix the legendary drop rate when armor perks are selected. This is obviously unintended behavior.

Friend and I are experiencing this problem and also play delete on death so occationally lose the very few legendary parts we've been able to get.
 
Well, I found out what the problem was. I had theorized that it had something to do with investing points into armor. I took a learning elixir and removed all the points I had maxing out medium armor and I immediately started finding legendary parts again. It seems you can't actually spec into armor if you want to get any legendary parts outside of trader rewards. It raises the probability that you will find armor parts and sewing kits into the stratosphere. Completely swamping out any chance a legendary part will drop. I couldn't tell you if it is the same for other armor perks such as for light or heavy armor. For sure there is something wrong there with medium armor perks. The chance you find a legendary part should go up at the same rate as the other parts or you can't perk into medium armor at all. So now I just get to run around with a movement speed and stamina penalty until I get enough parts to build my stuff.
Something needs to be done about balance. I played for a long time without pistol skills, running around with an SMG-5. I was bombarded with 9mm ammo. Yesterday, I put 5 points into pistol skills, and I started getting a huge amount of .44 ammo, but 9mm ammo almost disappeared from the loot. I used the SMG-5 only to conserve 7.62 ammo, which is used up a lot during the bloody night, and even with a fully upgraded machine gun, it dropped less than 9mm.
 
Something needs to be done about balance. I played for a long time without pistol skills, running around with an SMG-5. I was bombarded with 9mm ammo. Yesterday, I put 5 points into pistol skills, and I started getting a huge amount of .44 ammo, but 9mm ammo almost disappeared from the loot.

Question for the erudites, does RnGeezus reroll during the game or only once at the start??
 
Question for the erudites, does RnGeezus reroll during the game or only once at the start??

Excellent question and one I often ask myself.

Puts on Tinfoil hat...

I get the feeling its once at the start. I always seem to have a hard to find item, whether its acid, a beaker, or something a little more common.

I have no data only anecdotal "feels".

Puts tinfoil hat away...
 
does RnGeezus reroll during the game or only once at the start??
This is based on some very vague info I've heard over the years, but mostly on basic programmer logic:
It's basically "once at the start", but that only ever "shows" if you're planning to save-scum. As in, if you reload a game from a backup, you'll get the same loot from the same containers again.

It could be re-seeded on every start, but that isn't visible in normal gameplay, at all. While having it "stable" allows for testing to be stable.

It being "once at start" does Not cause any "this seed doesn't have any Beakers"-situations, any more than having it re-roll it every time would. That's just rotten luck, or like we suspect here, something weird in the code/config.
 
This is based on some very vague info I've heard over the years, but mostly on basic programmer logic:
It's basically "once at the start", but that only ever "shows" if you're planning to save-scum. As in, if you reload a game from a backup, you'll get the same loot from the same containers again.
A caveat to this. You'll only get the same loot if you do everything in the same order again. If you don't loot, etc. containers in the same order, you'll get different loot.

Basically, it uses the seed that gives it a set of numbers, and then it goes down that list, but each number will generate different things in different containers.
 
I was sure something was not right. I'm in the exact same situation. I spent 2 points in medium armor, now I can't find legendary parts anymore.
Yesterday I ran to the merchant, bought a potion and reset my skill points. I scattered them again, but didn’t throw anything at the armor. 30 minutes of play and I have 7 legendary parts.
 
Ran Savage

Tested agian ran Savage Country 21 times
With no points in anything I got 1-4 legendarys per run for 10 runs.
Maxed out all the armor then I ran it 11 more times got ZERO legendary parts.

Ok, that's what I would call a relevant result :love: (assuming you didn't reload a savegame and did everything the same every time as that would remove the randomness)

By the way, did anyone post a bug report? We are discussing this in a forum section where testers from TFP don't usually read.
 
Ok, that's what I would call a relevant result :love: (assuming you didn't reload a savegame and did everything the same every time as that would remove the randomness)

By the way, did anyone post a bug report? We are discussing this in a forum section where testers from TFP don't usually read.
Methodology was using cr to reload the Savage Country in Navazgane on a fresh level 66 character giveselfxp 4853192
I stored all the loot in boxes for proofV2.5_2026-01-30_18-57-17.jpg
 
Methodology was using cr to reload the Savage Country in Navazgane on a fresh level 66 character giveselfxp 4853192
If you speak English well, please report any errors in the errors section. With my English, it's hard for me to describe the nuances. I had a similar experience, except I was looting red bags from bears in the wasteland.
 
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