Dataset: 30 resets
Range 360-369
- Specific weapon, no mandatory perks or perk rating: 0,72%
- Specific weapon, specific perk, no mandatory rating: 0,028%
- Specific weapon, specific perk, perk rating 25: 0,0031%
Range 370-379
- Specific weapon, no mandatory perks or perk rating: 0,18%
- Specific weapon, specific perk, no mandatory rating: 0,007%
- Specific weapon, specific perk, perk rating 25: 0,00078%
Range 380: 32 resets and it finally showed up!
- Specific Weapon/no mandatory Perk and Rating: 0.0819%
- Specific Weapon & Perk, no mandatory Rating: 0.0033%
- Specific Weapon, Perk & Perk Rating 25: 0.0004%
With each 10 increment of resets, the current dataset will be saved at the bottom of this post and the new set will be represented in the top.
I have begun tracking weapons, their quality, perks and blessing and their associated ratings, because I want to bring to light just how grotesque the current system is and while I am only 18 resets in, I plan to hit 100 by next Sunday.
This project started out as a way to determine exactly how low the chances of a perfect weapon appearing on the shop are (considering next weeks crafting update). However, it has morphed into a project highlighting the absurd gear progression - or lack thereof after 360 gear.
I know there are naysayers and people that believe they aren’t necessary, but it’s not a matter of necessary… Veteran weapons in Vermintide wasn’t necessary - but man were they a joy to get and not this absurdly rare and we got to modify them exactly how we wanted to (although, with a wee bit of RNG).
Below is a link to the spreadsheet.
Armoury Spreadsheet - Google Sheets
If you’re interested in actual percentage chance (note that they are currently not very reliable) this is how you calculate them:
Note: That the method below specifically leaves out the chance that said weapon is a green or blue, so the chance of a weapon occuring with perks are in fact… much lower than reflected in-game.
((StoreSlots/TotalClassWeapons))x(ItemRangePercentage/100)x(PerkRatingPercentage/100)x(1/TotalPerks)x4x100
Store Slots: 10 (2 are always reserved for curios)
Total Class Weapons: Class Dependent
Item Range Percentage: 360-369, 370-379 or 380 values
Perk Rating Percentage: Perk Rating Percentage Values
Total Perks: 20
*4 includes: Store & Crafting Chances assuming crafting have a similar spread of perk chances.
An example would be:
((10/37)/100)x(1.11/100)x(9.72/100)x(1/20)x4x100
- 0,0069984% for a 360-369 & 370-379 weapon
I can only hope that the Devs realize just how much worse they have made RNG which is completely and entirely opposite of their intentions for the game. They wanted to reduce the RNG as much as possible and let us have more player agency.
Please reconsider this system, let us:
- Roll perks individually and without locking other perks.
- Adjust the disparity that currently exist beyond 360+, so it doesn’t feel like we’re playing slot machines in Las Vegas.
If you are so against us crafting weapons:
- Add a dropdown menu that let us select specific weapon types and then have 1 from each 1-10 range be represented in there and 380 as a rare chance from the 370-380 range. Heck, increase the cost if it makes it too easy or
- Let our current max rating gear determine a smaller range of base rating weapons something in the order of +5 rating down to -20 rating that can appear.
Anything but the current system
I will update the thread as the dataset gets larger to see if there are any major deviances from the current set.