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Infernal Mobs : Wrong number of modifiers? #226
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And what, the readme says something different? You don't like that 8 can be a result of ultra and inferno both? What is wrong with it? |
Uhh sorry I did not describe the issue clear enough... I'll edit the first post as well.
So the intended numbers are 5- for elite, 6 - 10 for ultra, and 11+ for infernal. |
So the calculation for drops does not match the modifier calculation? That's possible i guess. To match the upper logic: int prefix = (modStr < 5) ? 0 : (modStr < 9) ? 1 : 2; But really, it should have been a common constant instead of these magic numbers. |
Seems that the number of modifiers is calculated incorrectly (in the createMobModifiers method).
In the current code, there will only be 2-4 mods for eliteRarity chance, 5-8 mods for ultraRarity chance, and 8-12 mods for infernoRarity chance.
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