Necroing the shit out of this...
It still seems to me that the drop rate is unusually high with a certain amount of luck. And it only drops 1 bottle per wave. So I almost always get 1 bottle per wave.
Gimme a sandbox and I will make statistics for it ;)
@Kami I just checked Holgars code:
override public function calculateSpecialDrops(creep:Creep, droppedCards:Vector.<StashCard>):void
{
if (!_droppedStuffAtWaves[creep.wave.round])
{
if (isSpecialDrop(0.02, creep))
{
var potionStash:PotionStash = Mazebert.instance.player.potionStash;
droppedCards.push(potionStash.getStashCard(new MeadPotion()));
_droppedStuffAtWaves[creep.wave.round] = true;
}
}
}
private function isSpecialDrop(chance:Number, creep:Creep):Boolean
{
var diceThrow:Number = Math.random();
var dropChance:Number = chance * creep.dropChance * this.itemChance;
return diceThrow <= dropChance;
}
Interesing facts:
1) It's not based on luck at all, instead on item chance
2) Only one mead per round is possible
This might explain the high drop chance per round! Cause the item chance simply scales linearly, quite opposed to the regular drop calculations.
Questions is: The current behavior good or bad? :-D
Well scaling with item Chance is a plausible explanation for the behavior.
In any case the skill description is misleading. Holgar is quite strong mid game because of this skill. IMHO there is no better tower until a high dmg carry is needed. Which leads to the feeling that he is op so a tweak would be needed. But this will make the whole game harder.
Right. 2% chance to do X implies the skill is based on luck. So in terms of usability the implementation needs to be adjusted. Also, the automatic caps of luck calculation will balance this skill a bit further. Ticket added!