Private chat instead of spamming the thread

I do not know if it is less likely to get 2x the correct T4 perk, or 2x the correct T4 blessing.

Due to the upgrade to blue having a very small chance of getting a T4 blessing, and some blessings apparently being extra rare, the chance to get a correct double T4 blessing by quality upgrading the item is far lower than i assumed for my calculation (as i already explained).

So the new possibility of replacing both perks is almost irrelevant.
Which means that the effective probability increase from the update is even less.

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The new possibility of changing both blessings is what I suspect matters most and would be the single most important factor in the new system being vastly better than the old one. Let’s say Slaughterer 4 and Power Cycler 4 on a power sword are both very rare (they are, but how rare is debatable), and the difference in rarity between the best possible perks, let’s say flak and unarmored or flak and carapace is 20x or greater for the blessings, I’m sure you can start to see how the new system would at least 10x better than the old one.

In practical terms, I suspect the change may be significantly better than 10x. There are many weapons where nearly any two 25%+ categories (except carapace on most weapons) will be practically indistinguishable in terms of optimization. This is definitely not the case for most of the blessings.

I don’t think there is more than a 2x difference between any tier 4 perks. There is certainly more than a 2x difference in rarity between tier 4 blessings.

Without the percentage chances for the blessings, it’s impossible to really tell how much of an improvement being able to control both blessings on a weapon is compared to just 1. Just to reiterate one last time, I am assuming the rarest blessings are magnitudes of order rarer than the rarest perks.

Anecdotal, but it took me over 500 hours to even see Power Cycler 4, and a little longer to see Slaughterer 4 on a Power Sword. Ignoring infinite perk rerolls at Hadron in the old system which would obviously skew these kind of playtime-based observations, no perk even remotely approaches that that level of rarity. We’re talking 100x differences or more.

There are also a great many weapons where the perks are literally the difference between meeting incredibly important breakpoints, or the weapon being utter and total garbage.

The “change” they did to the locks is nothing more than a sleight of hand, a malicous and deceitful attempt at trying to look like they’re doing something. The actual odds have moved nearly imperceptibly. There is no functional difference between one in a billion and ten in a billion, even if one is ten times more likely than the other.

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I agree. Functionally, the odds are too low to be fun and engaging in any context.

I do believe the actual percentage chance difference, at least in the extreme edge cases like the Power Sword, moved a lot, statistically speaking.

A third selectable unlock would be a massive reduction in RNG and one, like I said, most of the community would probably accept as a permanent solution. However, combined with the RNG involved in rolling a high base score item with good stat distribution, is still way too much RNG for my liking.

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