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Gacha example

Jim Stenman

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This diagram models a loot drop system with varying rarity levels for items, featuring mechanics that simulate the probabilities of obtaining items of different rarities - Common, Rare, and Legendary. In this system, each roll has predetermined probabilities to yield an item from one of these categories. Specifically, there is a base chance for each category (the majority being Common items with the highest chance, followed by Rare, and with Legendary items being the least probable). 

Additionally, the system incorporates a mechanism to adjust the probability of acquiring a Legendary item based on the number of rolls since the last Legendary item was obtained. This is implemented through a counter that increments with each roll and, upon reaching a threshold (25 rolls without a Legendary item), triggers a significant increase in the chance of the next roll producing a Legendary item. This adjustment is dynamically managed by monitoring the loot distribution, effectively ensuring that the longer players go without discovering a Legendary item, the higher their chances become of receiving one, thereby preventing prolonged streaks of bad luck.

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