Shiny Mobs
Posted: Thu Jun 17, 2021 8:57 am
Okay, so a bit experimental, but really shiny mobs are pretty much the only shiny I'd be okay with myself since they are completely optional. Of course it takes a page from Pokemon, but why the heck not? Easier to borrow a page from RPGs than other games.
Of course since I have a better idea on how mob loot values work, I can actually expand upon shiny mobs a bit more.
I already had the following things in mind for shiny mobs:
6 in 8192 chance of appearing (8 in 8192 for rarer mobs like Ground Spitters, Agents, and Claystones; 2 in 8192 for multi-spawn mobs like Tesla Crawlers). Bosses (ex. Ooze Horror) and artificially-spawned mobs like Leafling-button Leaflings are shiny-locked.
Shiny mobs provide 3x EXP/Gold as normal mobs (really, this is only a 0.146% increase in EXP/Gold in the long run)
Guaranteed loot drop; 50/50 chance of either an item more valuable than the rest of a monster's drops based on their average loot value or a rune.
For loot drops, well, an Auroch Beetle, which has a loot value of $244, would probably drop either a Fiberglass Helmet or a Striker Bow if it were a shiny. A Claystone, on the other hand, would likely drop a Paladin Shield if it were a shiny. I was trying for an equivalent of a 30% long-run loot value increase with shinies if my math is right, with exceptions like the Tesla Crawler obviously.
Still could use a bit of work, but it was the least I can try to do to attract people to shiny mobs, even if they are uber-rare palette swaps.
Of course since I have a better idea on how mob loot values work, I can actually expand upon shiny mobs a bit more.
I already had the following things in mind for shiny mobs:
6 in 8192 chance of appearing (8 in 8192 for rarer mobs like Ground Spitters, Agents, and Claystones; 2 in 8192 for multi-spawn mobs like Tesla Crawlers). Bosses (ex. Ooze Horror) and artificially-spawned mobs like Leafling-button Leaflings are shiny-locked.
Shiny mobs provide 3x EXP/Gold as normal mobs (really, this is only a 0.146% increase in EXP/Gold in the long run)
Guaranteed loot drop; 50/50 chance of either an item more valuable than the rest of a monster's drops based on their average loot value or a rune.
For loot drops, well, an Auroch Beetle, which has a loot value of $244, would probably drop either a Fiberglass Helmet or a Striker Bow if it were a shiny. A Claystone, on the other hand, would likely drop a Paladin Shield if it were a shiny. I was trying for an equivalent of a 30% long-run loot value increase with shinies if my math is right, with exceptions like the Tesla Crawler obviously.
Still could use a bit of work, but it was the least I can try to do to attract people to shiny mobs, even if they are uber-rare palette swaps.