dude the question is...programing wise...how the hell do you intend of adding a chance to roll something from something else random ?....
Let's say that you roll IAS after a rng process, how the hell do you intend to add a chance that the next random generation would be better...influencing this thing would just be game breaking....
That's not what I suggested.
This is all I suggested. If when you roll an item, you get let's say Vitality on it. That item has a chance to roll between 10 - 200 Vitality.
All you would have to do from a programmer's perspective is just add a multiplier on the lower threshold.
Usually when you create a random number generator, you're not rolling a number between X and X, you're rolling a number between 0 and 1. So you will generate a list of number like this.
So how do you tell the program to let's say roll a number between 1 and 10? That's easy.
You simply follow a formula like this.
(Max Value - Min Value + 1) * Random Number + Min Value
For example, 1 - 10 would be like this.
(10 - 1 + 1) * Random Number + 1
So how do you change that min max value?
(Max Value - (Min Value * (Magic Find + 1)) + 1) * Random Number + (Min Value * (Magic Find + 1))
It's not very complex and it's actually quite simple to do and doesn't create a lot of overhead.
So I'm not talking about a system where Magic Find increases your ability to let's say find something like Crit Chance, but rather when you do actually find Crit Chance, it's going to be on the higher end of the spectrum.
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