Community
Product
Solutions
Academia
Resources
Pricing
Company

Card Drop Rarity System

About

--- Auto-Generated Description ---
This diagram represents a resource distribution system tailored for a hypothetical game or simulation where resources, identified by the color black, are categorized into different rarities: Common, Uncommon, Rare, and Ultra Rare. At the heart of this system is a passive Gate node that, upon receiving resources from a Source node, distributes them into four separate Pools, each corresponding to one of the aforementioned rarity categories. The distribution happens based on predetermined percentages: 30% of the resources are funneled into the "Uncommon" pool, 15% into the "Rare" pool, 5% into the "Ultra Rare" pool, and 50% into the "Common" pool. 

This setup is indicative of a loot or item generation mechanic found in many games where items are generated at varying levels of rarity, which can significantly impact gameplay and player strategy. The Source node constantly generates resources, signifying an ongoing process of loot or item drops. The specific percentages indicate the probability of each item's rarity level, simulating a common scenario in games where most items are of common rarity, while ultra-rare items are significantly less frequent. This diagram, through its design and resource flow, essentially models the underlying mechanism of how items of varying rarity are distributed within a game, providing a visual and computational representation of this aspect of game economy.

Tags

This diagram doesn’t have any tags yet
Edited more than 1 year ago
0
136

Enjoying what you see?
Show your appreciation by saving it with a click!

Be the first to this diagram

Top trending diagrams