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 Rare spawn rate adjustments for new commons +50% 
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Joined: Tue Aug 10, 2010 8:40 pm
Posts: 1671
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At very high rank you see:

Weights:
Charger - 1000
Runner - 1000
Flamehawk - 1000

New stuff weights:
Tech collector - ~740
Assassins - 700-1000 (assumption)

Therefore, the rare "dilution" from commons has changed from weight 3000 to weight ~4500-4700, meaning that rare planet drops need to spawn 50% more than before to get to the effective spawn % they had before. In other words they are less common today than they used to be without adjustment.

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Mon Nov 21, 2011 3:55 am
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Joined: Sun Jun 12, 2011 11:01 pm
Posts: 2072
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BinaryMan wrote:
At very high rank you see:

Weights:
Charger - 1000
Runner - 1000
Flamehawk - 1000

New stuff weights:
Tech collector - ~740
Assassins - 700-1000 (assumption)

Therefore, the rare "dilution" from commons has changed from weight 3000 to weight ~4500-4700, meaning that rare planet drops need to spawn 50% more than before to get to the effective spawn % they had before. In other words they are less common today than they used to be without adjustment.

+1, troop carrier spawn rates for me went from 1 in 300 to 1 in 650-700 :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil:
also, how many NPCs did you have to kill to calculate the weight of the NPCs?

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Mon Nov 21, 2011 4:08 am
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Joined: Tue Aug 10, 2010 8:40 pm
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Enough to be statistically close.

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Mon Nov 21, 2011 4:16 am
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