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Correct card generation facts on the rarity page#402

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ptrlrd merged 1 commit into
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docs/card-rarity-generation-facts
Jun 3, 2026
Merged

Correct card generation facts on the rarity page#402
ptrlrd merged 1 commit into
mainfrom
docs/card-rarity-generation-facts

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@ptrlrd ptrlrd commented Jun 3, 2026

What

Fixes the factual errors on the Card Rarity Odds mechanics page and adds the missing card sources. This came out of issues #254, #251, and #235.

I verified everything against the decompiled game code (CardRarityOdds, CardFactory.CreateForReward, and the event/relic model classes) rather than from memory, since the page had a few things wrong.

Changes

  • Rewrote the "random card" section into the three behaviors that actually exist (it claimed two):
    1. Default odds: rolls a rarity at fixed base rates with no pity offset. The non-combat path uses RollWithBaseOdds, which checks the rare and uncommon thresholds separately instead of stacking them, so it realizes ~63/34/3, not the 60/37/3 on combat rewards.
    2. True whole-pool uniform: every eligible card equally likely (All Star).
    3. Fixed rarity, uniform within rarity: the reward's rarity is pinned, not rolled.
  • Recategorized Glass Eye and Sea Glass. They were listed as free uniform pulls across the whole pool. They are actually fixed-rarity per reward (Glass Eye C/C/U/U/R, Sea Glass C/U/R), uniform within each rarity.
  • Added Colorful Philosophers ([Feature] Add Colorful Philosophers to Card Rarity Odds page #254): pick another character's color, get a Common/Uncommon/Rare reward set from that pool.
  • Added Crystal Sphere ([Feature] Cyrstal Sphere Addition #235): three card rewards on the dig grid pinned to Common/Uncommon/Rare, same mechanism as Glass Eye.
  • Clarified Brain Leech ([Feature] Clarify Brain Leech Randomization Mode #251): both options use default odds and neither touches the offset. Share Knowledge is 5 from the character's own pool, Rip is a 3-card colorless reward.
  • Documented the uncommon-clipping behavior: the rare threshold is not floored at 0 before the uncommon band stacks on it, so uncommon dips below its nominal value at a fresh regular-fight reset.

Note for follow-up

The ~63/34/3 default-odds split looks like a latent bug in the game itself: combat's Roll stacks the rare and uncommon thresholds, but RollWithBaseOdds does not. Documented as-is for now since it is what the code does.

Closes #235
Closes #251
Closes #254

I verified all of this against the decompiled game code (CardRarityOdds,
CardFactory, and the event/relic model classes), since the page had a
few things wrong.

- Rewrote the "random card" section: there are three real behaviors, not
  two. Default odds (RollWithBaseOdds, realizes ~63/34/3, not 60/37/3),
  true whole-pool uniform, and fixed-rarity uniform-within-rarity.
- Recategorized Glass Eye and Sea Glass: they are fixed-rarity per reward,
  not free uniform pulls across the whole pool.
- Added Colorful Philosophers (#254), Crystal Sphere (#235), and clarified
  that both Brain Leech options use default odds (#251).
- Documented the uncommon-clipping behavior: a negative rare threshold is
  not floored before the uncommon band stacks, so uncommon dips below its
  nominal value at a fresh regular-fight reset.

Closes #235, #251, #254
@ptrlrd ptrlrd merged commit eb7885b into main Jun 3, 2026
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[Feature] Add Colorful Philosophers to Card Rarity Odds page [Feature] Clarify Brain Leech Randomization Mode [Feature] Cyrstal Sphere Addition

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