- Global rarity weights on the loot table
- Per-item rarity overrides in
FLootEntry - Level-based tuning via
ItemLevelor actor properties
Global Rarity Weights
Configure in yourLootTable:
Example:
Item.Rarity.Common→50.0Item.Rarity.Uncommon→30.0Item.Rarity.Rare→15.0Item.Rarity.Epic→4.0Item.Rarity.Legendary→1.0
Item-Level Scaling (Example Pattern)
Higher-level loot sources can favor better rarities. Example (conceptually):-
Level 1 Chest:
- Common: 60%
- Uncommon: 30%
- Rare: 10%
-
Level 10 Chest:
- Common: 30%
- Uncommon: 35%
- Rare: 25%
- Epic: 9%
- Legendary: 1%
- Takes
ItemLevel - Returns weighted rarity
- Applies that to each
FLootedItem::RolledRarity
Per-Item Rarity Override
Force a specific rarity for an entry: Example entry:- Item Data:
DA_LegendarySword - Drop Weight:
0.1 - Quantity:
1 - Rarity Override:
Item.Rarity.Legendary
Stat Scaling
Rarity and level can drive stat multipliers.Stat Scaling Rules (Conceptual)
In theLootTable, you can define “stat scaling rules” such as:
-
Stat Tag:
Stat.Attack -
Rarity Scalars:
- Common:
1.0 - Uncommon:
1.2 - Rare:
1.5 - Epic:
2.0 - Legendary:
3.0
- Common:
- Common: 10 × 1.0 = 10
- Uncommon: 10 × 1.2 = 12
- Rare: 10 × 1.5 = 15
- Epic: 10 × 2.0 = 20
- Legendary: 10 × 3.0 = 30
Exactly how you apply those multipliers (GAS effects, item stat struct, etc.) is left flexible on purpose.