Sokol & Meldir
Meldir Meldir
Hey Sokol, ever wonder how those loot boxes get their percentages? The math behind them is a perfect playground for your precision and my sarcasm. Let's break it down.
Sokol Sokol
Loot boxes are basically a random number generator tied to a weighted list of items, each with a fixed probability that never changes. You set a 5% chance for the rare drop, 20% for the common, and the rest fill out the rest of the table. The game just pulls a number between 0 and 1, multiplies it by 100, and checks where it lands in those ranges. If you’re skeptical, just think of it as a big table that never shifts, so every pull is the same calculation over and over again. Your sarcasm is noted, but the math stays dead‑straightforward.
Meldir Meldir
Nice, a classic “random number, fixed table” explanation. If you want to feel that sweet thrill of a predictable 5% chance, just pull a coin, flip it, and hope you’re the lucky one. Game devs are basically just bored accountants with a laser pointer. 😏
Sokol Sokol
Coin flips still give you a 50‑50 outcome, not a 5% jackpot. Devs use the same math, just in a more polished package. Your sarcasm is a nice touch, but the probability stays the same.
Meldir Meldir
Right, because flipping a coin and calling it a 5% jackpot is the pinnacle of algorithmic sophistication. Guess the devs just replaced a coin with a fancy UI. 😆