fix accidentally-switched tables in drop rate explanation
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+12
-12
@@ -574,18 +574,6 @@ struct CardDefinition {
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// according to these tables (row is player's level class, column is card's
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// rarity class):
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// Offline:
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// LC | RC = 0 1 2 3 4 5 6 7 8 9
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// 1 | 8000 2000 50
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// 2 | 6000 3500 500 50
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// 3 | 4500 3500 1500 400 100
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// 4 | 3000 3000 2500 1000 450 50
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// 5 | 2000 2600 2750 2000 500 100 50
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// 6 | 1900 2200 2500 2100 830 350 100 20
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// 7 | 1900 2000 2000 2000 1000 500 500 100
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// 8 | 160000 160000 190000 190000 130000 100000 50000 19999 1
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// 9 | 120000 120000 150000 160000 150000 150000 100000 49989 10 1
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// 10 | 120000 120000 130000 150000 160000 150000 100000 69965 30 5
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// Online
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// LC | RC = 0 1 2 3 4 5 6 7 8 9
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// 1 | 8000 2000 50
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// 2 | 6000 3500 500 20
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@@ -597,6 +585,18 @@ struct CardDefinition {
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// 8 | 1789 2100 2100 2100 1100 800 10 1
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// 9 | 14620 20000 21000 22000 13000 9000 300 80
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// 10 | 133997 190000 200000 200000 150000 120000 5000 1000 2 1
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// Online:
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// LC | RC = 0 1 2 3 4 5 6 7 8 9
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// 1 | 8000 2000 50
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// 2 | 6000 3500 500 50
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// 3 | 4500 3500 1500 400 100
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// 4 | 3000 3000 2500 1000 450 50
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// 5 | 2000 2600 2750 2000 500 100 50
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// 6 | 1900 2200 2500 2100 830 350 100 20
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// 7 | 1900 2000 2000 2000 1000 500 500 100
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// 8 | 160000 160000 190000 190000 130000 100000 50000 19999 1
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// 9 | 120000 120000 150000 160000 150000 150000 100000 49989 10 1
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// 10 | 120000 120000 130000 150000 160000 150000 100000 69965 30 5
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// These values are all relative to other values in the same row. For example,
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// if your character is in level class 1, you'll get cards of rarity class 0
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// about 80% of the time, cards of rarity class 1 about 20% of the time, and
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