![]() If the global or rare table is obtained, another roll is performed.One slot leads to the rare table for that clue.One slot leads to the global table, which contains god pages, meerkats, sweets, etc.Most of the slots contain the 'common' rewards of the clue (runes, normal staves, normal gear, materials, etc) none of these are clue-specific rewards.The first roll is against the common reward table.Once the number of rewards are chosen, the rewards are generated. ![]() Since it is equally likely to be 0, 1, or 2, the average is 1, so the average number of rewards the clue will give is the minimum plus one. This is the minimum amount (2 for easy, 3 for medium, 4 for hard and elite), with the result of a 0-2 roll added. One can verify these values using a Wolfram Alpha query, such as this for barrows dye from a hard clue in Microsoft Excel or Google Sheets, this is performed using =1-BINOMDIST(0,5,3/25600,true) (see documentation: Excel, Sheets).Įach clue tier, when completed, first decides how many rewards are given. Most spreadsheet programs can do this natively. X ∼ B i n ( a v e r a g e r e w a r d s p o t s, p e r − s p o t c h a n c e ) Find P ( X > 0 ) = 1 − P ( X = 0 ) In order to calculate the per-clue chances, one needs to use a binomial distribution, taking the number of trials n to be the average number of reward spots of that clue tier, and p to be the per-spot chance of getting the items, then calculating the probability of receiving greater than zero of the item. Any text with a dotted underline has hover text with further explanation. ![]() Each number is equally likely to occur, giving rolls a uniform distribution. Generate a random number in order to choose a droptable slot, or other number needing to be generated randomly. The value in the column has been rounded to x significant figures. So a value of 15 in the column means the chance is 1/15, or 1-in-15. The value given in the column is the x value in the 1/x. If the same item is generated for multiple spots, they will combine into one stack (commonly occurs with runes), which may make a clue appear to generate less than it should. Each tier of clue has a minimum number of reward spots it will create, and then it will add 0-2 extra spots randomly. A clue generates at least 2 of these per reward. This may be an item or another droptable.Ī place on the clue reward interface which can contain an item. The vocabulary used here can be confusing, so here are a number of definitions of terms used on this page:Ī list of things that can be dropped and their associated chances. They start with an initial table which contains all the rewards common to all levels of trails - sweets, meerkats, god pages, etc - and a chance to enter the clue's rare table, containing all of the clue's specific rewards (some of which may be on subtables within the rare table). Most clues operate on a series of drop tables with associated chances to access. This page is about the mechanics of how a Treasure Trail's rewards are determined and calculations from this to determine drop chances of each reward. You can discuss this issue on the talk page or edit this page to improve it.
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