User:Praise/OS Mods

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Oldschool value ranges by rarity table[edit]

These numbers are based on observations. It is possible that some rare ones are possible but not observed yet, especially in the blue range.

The ranges are not dependent on area, gold value, source, or any other parameter. Just the item rarity.


Furthermore, there are some mods outside these ranges that can still be obtained. The sources and the mods are fixed, not random.


Not all creature mods are found everywhere. It depends on campaign, but UW and FoW are a separate "campaign" too for the purpose of creature mod types.


Finally, regarding attribute mods (HSR, HCT, +1), the type of item determines which attributes are possible.
On foci, only attributes of its linked profession are possible.
On staffs & wands, it depends whether the skin is found with requirements from one or multiple professions. On multi-profession staffs and wands, attributes from all professions can be found regardless of its actual requirement.


Number of oldschool dual mod combinations and the drop chance for each[edit]

Old school dual mod items are not simply two stacked single mods. Certain mod combinations are forbidden (e.g. +30hp with +45enchant is not possible on non-customised offhands). These mod combination exlusions create an imbalance in the probability for each to drop. All old school dual mod combinations do not have equal chance to drop. In the tables below, you can find the real chance for each dual mod.

The mods in these tables are given as types, meaning that the exact number varies depending on item rarity (see one of the previous tables). For example:

  • A gold focus containing a mod of type "10<50" can display either 9<50 or 10<50,
    while
  • A purple focus containing a mod of type "10<50" can display either 8<50 or 9<50.

The probabilities of the numbers within each mod type are known. Let me know if you are interested.



Thought experiment[edit]

For shields, there are 912 possible dual mod combinations: that's including all different attributes, armor, and conditions; but excluding actual mod values (e.g. +1/19% and +1/20% are not differentiated). However in reality those 912 are spread out over different campaigns: 816 in Prophecies and 688 in Factions, with a difference of 96 combinations that can only be found in Factions.

Now we can ask the question: how many dual mods need to be identified before we get one of each possible combination?
That's called the coupon collector's problem with unequal probabilities.

It turns out:

  • for the 816 Proph shields, on average, you need to identify 51738 dual mods to get one of each
  • for the 688 Factions shields, on average, you need to identify 48032 dual mods to get one of each

Finally, remember to multiply that number to include single mods and non-perfect.