#
Weights & Rarity
ExcellentCrates uses weight system to determine the probability (roll chance) of crate rewards.
You can edit reward's weight and rarity using the editor.
#
Rarity
Use rarities to create more complex systems, where certain rewards becomes even more rare or common!
You can create, edit or remove rarities in the config.yml -> Rewards
-> Rarities
.
You must have at least one rarity in the config! Otherwise default rarities will be generated.
#
Weights
It's recommended to keep the total weight of rarities and rewards at 100 to make calculations easier.
It's also recommened to use Office's Excel (or LibreOffice's Calc) to calculate your weights using built-in functions, it'll help you a lot.
Take a look at the following table:
This table represents crate rewards. There are 9 rewards with 3 rarities.
Too complicated?
Check out the
When choosing a reward, the plugin chooses a rarity first. Then a reward is choosen from all rewards with that rarity.
Rarity Probability is determined: <weight> / <total weight>
Total weight of rarities is 100, so their probabilities determined:
- Common:
70 / 100 = 0.7
(70%) - Rare:
25 / 100 = 0.25
(25%) - Mythic:
5 / 100 = 0.05
(5%)
Since rewards choosen based on their rarity, to determine a reward probability, we need a total weight of all rewards with the same rarity.
Then Reward Probability is determined: <weight> / <total weight> * <rarity probability>
Total weight of common rewards is 100, the probability of common rarity is 0.7 so probability of each reward is determined:
- Coal:
30 / 100 * 0.7 = 0.21
(21%) - Stick.
50 / 100 * 0.7 = 0.35
(35%) - Apple.
20 / 100 * 0.7 = 0.14
(14%)
The same applies to rare rewards:
- Iron Ingot:
35 / 100 * 0.25 = 0.0875
(8.75%) - Gold Ingot.
25 / 100 * 0.25 = 0.0625
(6.25%) - Golden Apple.
40 / 100 * 0.25 = 0.1
(10%)
And mythic ones:
- Emerald:
45 / 100 * 0.05 = 0.0225
(2.25%) - Diamond.
40 / 100 * 0.05 = 0.02
(2%) - Ender Pearl.
15 / 100 * 0.05 = 0.0075
(0.75%)
As you can see in the table above, total probability of all rewards of specific rarity is the same as rarity's probability. This means that the weight system works perfectly fine!
#
Weights Simplified
If the example above is too difficult for you to understand, then let's make it simple!
This table represents crate rewards. There are 9 rewards with 1 rarity.
Since all rewards uses the same rarity, the rarity's probability is always 1 (100%). This means that rarity will not affect reward's probability.
Then Reward Probability is determined: <weight> / <total weight> * 1
= <weight> / <total weight>
Since total weight of rewards is 100, their probabilities (roll chances) will be the same as their weight values:
- Coal:
15 / 100 = 0.15
(15%) - Stick:
20 / 100 = 0.2
(20%) - Apple:
15 / 100 = 0.15
(15%) - Iron Ingot:
10 / 100 = 0.1
(10%) - Gold Ingot:
8 / 100 = 0.08
(8%) - Diamond:
5 / 100 = 0.05
(5%) - Emerald:
3 / 100 = 0.03
(3%) - Redstone:
12 / 100 = 0.12
(12%) - Lapis Lazuli:
12 / 100 = 0.12
(12%)
Simple enough? :p