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all PoE "random" item & day checklist


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#181
Raven Darkholme

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How exactly does this work? Basically, lets say I enter a dungeon and there is chest that can spawn random loot. Lets say I want to get the gloves of swift action from Durgans battery. I go there on day 15 and get some item, which I dont want. So I load it back before opening the chest, go to town and wait for day 17 for example, which is suppose to spawn them, then it should be there? Doesnt matter that I entered the location before?

 

thanks in advance

Yea only opened chests/discovered hidden loot fix what loot you get, entering the location is np.


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#182
Mygaffer

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I don't know if this is a bug or just terrible luck but I literally have six bracers of deflection. It's almost the only random loot I seem to get in my current play through.



#183
Boeroer

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Bad luck. I once had the same with shimmering cloaks or rings of searing flames.

#184
JerekKruger

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It seems like in pretty much every playthrough I've done there has been some item that I end up with loads of. In my last game, I had tonnes of gauntlets of accuracy.



#185
ibanix

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I've looked into csharp-assembly code of 3.0.3+wm1+2 to see how this random thing works:

   private void SetSeed()
   {
       float single = base.transform.position.x;
       Vector3 vector3 = base.transform.position;
       Random.seed = (int)(single + vector3.z) * GameState.s_playerCharacter.name.GetHashCode() + WorldTime.Instance.CurrentDay;
   }

Chests are filled with loot when opening for the first time. For "randomizing" calculation, not only day of month matters, but also numeral hash of player character name, so differently named characters may get an "x" day(s) offset of loot, but still the same order of it.

If GameState character is the one currently selected, contents may be different when opened by characters with different names.

There doesn't seem to be any checks for difficulty, char level or stats anywhere.

Game engine uses seed to sort the order of loot list (not to select a single item from it), and assembly code adds first item from sorted list using some weird-looking code that checks weight of all "random" items.

Changing a single byte of default flag value in LootList:Evaluate() made all chests and corpses in the game to have all possible "random" loot at once. I can't point to the byte in original .dll bc reflexil changes the binary too much on any save.

 

 

This post needs to be pumped more. The tables are useful mainly only to determine what you *can get* from a particular container, and not really from what you'll actually get on a given day. Everyone is going to have different results thanks to the randomization based on character name.






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