Unfound Loot
To determine if an item should be removed, the mod rolls a dice between 0 and 99 for every new container or NPC. If it's lower than the removal chance, the item is removed.
Now, if you increase any modifier above 1.0, your ceiling of the random removal chance increases to 120/140/...%. But the dice stays the same, from 0 to 99. With increased removal chance after modifiers, you get higher chance the dice value is going to be lower than the removal chance. See below.
Although, it works differently for item stacks, primarily ammo. They are reduced using flat scaling, for example 20 slugs * 85% - that's why default ammo modifier for NPCs is 0.3, to find more ammo on killed actors. If you increase ammo modifier above 1.0 for both world items and NPCs, you will find ammo only in owned locations, locked containers, initially dead actors and probably some other exclusions I forgot about.
Although, it works differently for item stacks, primarily ammo. They are reduced using flat scaling, for example 20 slugs * 85% - that's why default ammo modifier for NPCs is 0.3, to find more ammo on killed actors. If you increase ammo modifier above 1.0 for both world items and NPCs, you will find ammo only in owned locations, locked containers, initially dead actors and probably some other exclusions I forgot about.
1 reply, 4 total
I just explained how it works, you clearly did not even read my post.110.55% removal chance means that dice rolls 1-99 are guaranteed to be lower in 10% of cases.Yep, I completely forgot how it works:
1 - Math.pow(1 - 0.85, 1.1)
where 0.85 is the global chance, 1.1 is a modifier
1 reply, 3 total
1 reply, 2 total
(1 - Math.pow(1 - 0.85, 1.1)) * 100 = 87.59203999415325
where 0.85 is the global chance, and 1.1 is a modifier
You can test different values in the browser console (F12 -> Console)
(1 - Math.pow(1 - 0.90, 1.5)) * 100 = 96.83772233983163
(1 - Math.pow(1 - 0.50, 1.2)) * 100 = 56.472471835193794
The point is, the removal chance stays below 100% to compare it with the dice.
1 reply