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Gathering Rarity

RedsRichyRedsRichy Member, Alpha Two
Gathering Rarity: Understanding the Formula

Let’s dive into the mechanics of gathering resource rarity and uncover some fascinating insights into how this system works.
All Data based on guids: 6064630356728217692, 6064631668863336448

A Server Behavior
First, let’s establish an important point: the rarity of a resource you gather doesn’t rely solely on what’s visible in your Gathering interface. Instead, it’s also influenced by the server's deterministic behavior.

When the server decides a Rare resource will appear in a specific location, it spawns there. A notable issue is that server settings often respawn resources with the same rarity after cooldowns, but we’ll set that aside for now. Instead, we’ll focus on decoding the Gathering Rarity Formula itself.


The Formula Behind Rarity
1. Factors That Affect Rarity
The formula considers the sum of all rarity-influencing factors, including Gathering buffs, equipped gear, and tools. The effect of Rarity is nonlinear:

Even with 0 Rarity, you have a 10% chance to collect a resource of higher quality than what the server initially generated.
At 8,409 Rarity, your chance rises to 50%.

Here's how the progression looks:
0 Rarity → 10%
316 Rarity → 15%
700 Rarity → 20%
1,264 Rarity → 25%
1,984 Rarity → 30%
2,893 Rarity → 35%
3,712 Rarity → 37%
4,448 Rarity → 39%
5,840 Rarity → 42%
7,008 Rarity → 45%
8,409 Rarity → 50%


2.The Dual Roll System
Gathering employs a two-roll system reminiscent of tabletop gaming:

The first roll determines if the resource’s quality improves beyond the server-generated base.
The second roll decides how much the quality improves.

Importantly, your Rarity stat only affects the first roll. The second roll is entirely random and independent.


3. How It Works
Imagine your Rarity is 0. When gathering a resource, the first roll gives you a 10% chance of success. If successful, the second roll takes place. This roll, which ranges from 0.0 to 100.0, determines the resource’s final rarity:

Less than 88.89 → Green (Uncommon)
88.90–98.89 → Blue (Rare)
98.90–99.89 → Orange (Heroic)
99.90–99.99 → Purple (Epic)
Exactly 100 → Gold (Legendary)

If the resource’s base rarity exceeds what the second roll determines, the higher rarity remains unchanged.


Calculating the Odds
Given these parameters, let’s calculate your chances of gathering each rarity tier with 0 Rarity:
Common: 90%
Uncommon: 8.889%
Rare: 0.999%
Heroic: 0.099%
Epic: 0.009%
Legendary: 0.001%

As your Rarity stat increases, so do your odds. For instance, with a Rarity of 1,000, the chances shift to:
Common: 77.3%
Uncommon: 20.178%
Rare: 2.268%
Heroic: 0.225%
Epic: 0.020%
Legendary: 0.002%


Observations from Hunting
Interestingly, resources spawned by the Hunting profession appear to default to white (Common) rarity. This allows for clear statistical observations, showing how the distribution functions in real-world gameplay scenarios.

UPD. Added simple calculator here https://docs.google.com/spreadsheets/d/1QbSOHPcWPri-UE-NU_tEiZ1YI3-D-A_b1My-0_WTwYw/

Comments

  • delashmitdelashmit Member, Alpha Two
    Having tried to piece together the formulas myself it is cool to see someone have better luck in deciphering the Gathering logic- specifically the intention behind the dual roll system.

    Thanks for the awesome resource!
    it49r80i3dvx.png
    Officer at Iron Oceans, direct any inquiries to one of our Midshipman on Discord!
  • VeeshanVeeshan Member, Alpha Two
    edited January 21
    im gonna go on a my hunch here aswell and each gathering server load or what ever steven called it but each biome getting one will have higher quality drops for some resources and less for others. Like riverland plants drop colours so often compared to tree so i think each biome will have a quality bonus based on the biomes. Riverlands might be plants and tropics might be trees and desert animals for example

    like im running around with full logging gear and barely getting anything above greens on willows however i got 0 herbalism and getting so many blues, yellows and epics in comparison lol
  • AardvarkAardvark Member, Alpha One, Alpha Two, Early Alpha Two
    RedsRichy wrote: »
    Gathering Rarity: Understanding the Formula

    Let’s dive into the mechanics of gathering resource rarity and uncover some fascinating insights into how this system works.
    All Data based on guids: 6064630356728217692, 6064631668863336448

    A Server Behavior
    First, let’s establish an important point: the rarity of a resource you gather doesn’t rely solely on what’s visible in your Gathering interface. Instead, it’s also influenced by the server's deterministic behavior.

    When the server decides a Rare resource will appear in a specific location, it spawns there. A notable issue is that server settings often respawn resources with the same rarity after cooldowns, but we’ll set that aside for now. Instead, we’ll focus on decoding the Gathering Rarity Formula itself.


    The Formula Behind Rarity
    1. Factors That Affect Rarity
    The formula considers the sum of all rarity-influencing factors, including Gathering buffs, equipped gear, and tools. The effect of Rarity is nonlinear:

    Even with 0 Rarity, you have a 10% chance to collect a resource of higher quality than what the server initially generated.
    At 8,409 Rarity, your chance rises to 50%.

    Here's how the progression looks:
    0 Rarity → 10%
    316 Rarity → 15%
    700 Rarity → 20%
    1,264 Rarity → 25%
    1,984 Rarity → 30%
    2,893 Rarity → 35%
    3,712 Rarity → 37%
    4,448 Rarity → 39%
    5,840 Rarity → 42%
    7,008 Rarity → 45%
    8,409 Rarity → 50%


    2.The Dual Roll System
    Gathering employs a two-roll system reminiscent of tabletop gaming:

    The first roll determines if the resource’s quality improves beyond the server-generated base.
    The second roll decides how much the quality improves.

    Importantly, your Rarity stat only affects the first roll. The second roll is entirely random and independent.


    3. How It Works
    Imagine your Rarity is 0. When gathering a resource, the first roll gives you a 10% chance of success. If successful, the second roll takes place. This roll, which ranges from 0.0 to 100.0, determines the resource’s final rarity:

    Less than 88.89 → Green (Uncommon)
    88.90–98.89 → Blue (Rare)
    98.90–99.89 → Orange (Heroic)
    99.90–99.99 → Purple (Epic)
    Exactly 100 → Gold (Legendary)

    If the resource’s base rarity exceeds what the second roll determines, the higher rarity remains unchanged.


    Calculating the Odds
    Given these parameters, let’s calculate your chances of gathering each rarity tier with 0 Rarity:
    Common: 90%
    Uncommon: 8.889%
    Rare: 0.999%
    Heroic: 0.099%
    Epic: 0.009%
    Legendary: 0.001%

    As your Rarity stat increases, so do your odds. For instance, with a Rarity of 1,000, the chances shift to:
    Common: 77.3%
    Uncommon: 20.178%
    Rare: 2.268%
    Heroic: 0.225%
    Epic: 0.020%
    Legendary: 0.002%


    Observations from Hunting
    Interestingly, resources spawned by the Hunting profession appear to default to white (Common) rarity. This allows for clear statistical observations, showing how the distribution functions in real-world gameplay scenarios.

    UPD. Added simple calculator here https://docs.google.com/spreadsheets/d/1QbSOHPcWPri-UE-NU_tEiZ1YI3-D-A_b1My-0_WTwYw/

    As someone who has gotten mining to grandmaster I can tell you I get green through legendary on a regular basis. Your odds are nowhere near what actually happens. At least not for mining.
  • oddsterooddstero Member, Alpha Two
    Agreed that these numbers seem suspect based on the rarities I have in storage (and am 40 in both lumberjacking & mining).
  • LucyusILucyusI Member, Alpha One, Alpha Two, Early Alpha Two
    Here is something that I found online and you might find interesting:
    // FORMULA FOR GATHERING QUALITY
    const gatherRarity  = GetTerm($#10516612381411115:6064630327859806208$);
    const profRarity    = GetTerm($#10516612381411115:6064632378572537861$);
    const toolRarity    = GetTerm($#10516612381411115:6064632378780352527$);
    const allRating     = toolRarity + profRarity + gatherRarity;
    const chance  = RandDoubleRange(0.0, 100.00);
    const succeed = chance < Evalcurve($#10516612381411114:6064631668863336448$, allRating);
    const rarity  = GetGatherableActorRarity();
    
    var Qual = 0;
    
    if(succeed){
        const chance2 = RandDoubleRange(0.0, 100.00);
        if(rarity == 0){
            if(chance2 <= 88.89){
                set Qual = 6;
            }
            if(chance2 <= 98.89 && chance2 > 88.89){
                set Qual = 16;
            }
            if(chance2 <= 99.89 && chance2 > 98.89){
                set Qual = 31;
            }
            if(chance2 <= 99.99 && chance2 > 99.89){
                set Qual = 51;
            }
            if(chance2 > 99.99){
                set Qual = 71;
            }
        }
        if(rarity == 1){
            if(chance2 <= 88.89){
                set Qual = 6;
            }
            if(chance2 <= 98.89 && chance2 > 88.89){
                set Qual = 16;
            }
            if(chance2 <= 99.89 && chance2 > 98.89){
                set Qual = 31;
            }
            if(chance2 <= 99.99 && chance2 > 99.89){
                set Qual = 51;
            }
            if(chance2 > 99.99){
                set Qual = 71;
            }
        }
        if(rarity == 2){
            if(chance2 <= 88.89){
                set Qual = 16;
            }
            if(chance2 <= 98.89 && chance2 > 88.89){
                set Qual = 16;
            }
            if(chance2 <= 99.89 && chance2 > 98.89){
                set Qual = 31;
            }
            if(chance2 <= 99.99 && chance2 > 99.89){
                set Qual = 51;
            }
            if(chance2 > 99.99){
                set Qual = 71;
            }
        }
        if(rarity == 3){
            if(chance2 <= 88.89){
                set Qual = 31;
            }
            if(chance2 <= 98.89 && chance2 > 88.89){
                set Qual = 31;
            }
            if(chance2 <= 99.89 && chance2 > 98.89){
                set Qual = 31;
            }
            if(chance2 <= 99.99 && chance2 > 99.89){
                set Qual = 51;
            }
            if(chance2 > 99.99){
                set Qual = 71;
            }
        }
        if(rarity == 4){
            if(chance2 <= 88.89){
                set Qual = 51;
            }
            if(chance2 <= 98.89 && chance2 > 88.89){
                set Qual = 51;
            }
            if(chance2 <= 99.89 && chance2 > 98.89){
                set Qual = 51;
            }
            if(chance2 <= 99.99 && chance2 > 99.89){
                set Qual = 51;
            }
            if(chance2 > 99.99){
                set Qual = 71;
            }
        }
        if(rarity == 5){
              set Qual = 71;
        }
        if(rarity == 6){
              set Qual = 101;
        }
    }
    
    if(!succeed){
        if(rarity == 0){
              set Qual = 1;
        }
        if(rarity == 1){
              set Qual = 6;
        }
        if(rarity == 2){
              set Qual = 16;
        }
        if(rarity == 3){
              set Qual = 31;
        }
        if(rarity == 4){
              set Qual = 61;
        }
        if(rarity == 5){
              set Qual = 71;
        }
        if(rarity == 6){
              set Qual = 101;
        }
    }
    

    Don't know how valid is this anymore, its quite old, but this confirms what you're stating:
    Nodes have a spawn rarity.
    Your rarity is used to roll for a chance to roll RNG for higher rarity
  • LucyusILucyusI Member, Alpha One, Alpha Two, Early Alpha Two
    Ah and something else:
    Based on the things that we've observed lately and some information that I just found I can say this:
    
    Gatherables spawn zones are dynamic.
    Gatherables depend on how "old" the resources have been spawned, their rarity chance increases (a base rarity). This rarity is increased per in-game DAY. And it fluctuates depending on the Season.
    For example: Oak in winter has a 0.75 multiplier per day and 0.75 multiplier per night, in summer the multiplier is 1
    Seems that the rarity increase per day and night is only for wood and plants. nothing about mining yet
    
  • Hank_SinatraHank_Sinatra Member, Alpha Two
    Aardvark wrote: »
    RedsRichy wrote: »
    Gathering Rarity: Understanding the Formula
    As someone who has gotten mining to grandmaster I can tell you I get green through legendary on a regular basis. Your odds are nowhere near what actually happens. At least not for mining.

    Yes as a miner you get better rarity as nodes spawn statically. IE If it spawns Epic server side you have a chance to upgrade the resource to legendary. Not every mining node spawns white if that's where you're understanding it.

    I'd suggest you farm the same node several times like a white basalt that has a lower spawn timer. Then after a few hours of doing that you'll get the same thing most of the time or a tier or 2 higher. I have done many, many hours of research on gathering and data collection and my findings are very close in line with Richy. He was just able to formulate it.
  • RedsRichyRedsRichy Member, Alpha Two
    edited January 22
    LucyusI wrote: »
    Here is something that I found online and you might find interesting:
    // FORMULA FOR GATHERING QUALITY
    

    Don't know how valid is this anymore, its quite old, but this confirms what you're stating:
    Nodes have a spawn rarity.
    Your rarity is used to roll for a chance to roll RNG for higher rarity

    It's "guid": "6064630356728217692", "name": "Artisan_Gathering_Rarity" i referenced at, and it's still the same ingame.
  • RedsRichyRedsRichy Member, Alpha Two
    Aardvark wrote: »
    As someone who has gotten mining to grandmaster I can tell you I get green through legendary on a regular basis. Your odds are nowhere near what actually happens. At least not for mining.

    Well, all I can do for you - just repeat the same thing:
    When the server decides a Rare resource will appear in a specific location, it spawns there. A notable issue is that server settings often respawn resources with the same rarity after cooldowns, but we’ll set that aside for now. Instead, we’ll focus on decoding the Gathering Rarity Formula itself

    I understand that my english is not perfect, I am not native speaker - but i tried to make my article as clear as possible o:)

  • RedsRichyRedsRichy Member, Alpha Two
    edited January 22
    LucyusI wrote: »
    Ah and something else:
    Based on the things that we've observed lately and some information that I just found I can say this:
    
    Gatherables spawn zones are dynamic.
    Gatherables depend on how "old" the resources have been spawned, their rarity chance increases (a base rarity). This rarity is increased per in-game DAY. And it fluctuates depending on the Season.
    For example: Oak in winter has a 0.75 multiplier per day and 0.75 multiplier per night, in summer the multiplier is 1
    Seems that the rarity increase per day and night is only for wood and plants. nothing about mining yet
    

    Oh, sounds interesting, where did you find it? I spend few hours searching through ingame files, never seen something like that

    If you still have guid of this config - it would be amazing.
  • LucyusILucyusI Member, Alpha One, Alpha Two, Early Alpha Two
    RedsRichy wrote: »
    LucyusI wrote: »
    Ah and something else:
    Based on the things that we've observed lately and some information that I just found I can say this:
    
    Gatherables spawn zones are dynamic.
    Gatherables depend on how "old" the resources have been spawned, their rarity chance increases (a base rarity). This rarity is increased per in-game DAY. And it fluctuates depending on the Season.
    For example: Oak in winter has a 0.75 multiplier per day and 0.75 multiplier per night, in summer the multiplier is 1
    Seems that the rarity increase per day and night is only for wood and plants. nothing about mining yet
    

    Oh, sounds interesting, where did you find it? I spend few hours searching through ingame files, never seen something like that

    If you still have guid of this config - it would be amazing.

    As I said, its a conclusion. I don't remember exactly from what exactly, its been like 3 months or more since then
  • AlradonAlradon Member, Alpha Two
    Aardvark wrote: »
    RedsRichy wrote: »
    Gathering Rarity: Understanding the Formula

    Let’s dive into the mechanics of gathering resource rarity and uncover some fascinating insights into how this system works.
    All Data based on guids: 6064630356728217692, 6064631668863336448

    A Server Behavior
    First, let’s establish an important point: the rarity of a resource you gather doesn’t rely solely on what’s visible in your Gathering interface. Instead, it’s also influenced by the server's deterministic behavior.

    When the server decides a Rare resource will appear in a specific location, it spawns there. A notable issue is that server settings often respawn resources with the same rarity after cooldowns, but we’ll set that aside for now. Instead, we’ll focus on decoding the Gathering Rarity Formula itself.


    The Formula Behind Rarity
    1. Factors That Affect Rarity
    The formula considers the sum of all rarity-influencing factors, including Gathering buffs, equipped gear, and tools. The effect of Rarity is nonlinear:

    Even with 0 Rarity, you have a 10% chance to collect a resource of higher quality than what the server initially generated.
    At 8,409 Rarity, your chance rises to 50%.

    Here's how the progression looks:
    0 Rarity → 10%
    316 Rarity → 15%
    700 Rarity → 20%
    1,264 Rarity → 25%
    1,984 Rarity → 30%
    2,893 Rarity → 35%
    3,712 Rarity → 37%
    4,448 Rarity → 39%
    5,840 Rarity → 42%
    7,008 Rarity → 45%
    8,409 Rarity → 50%


    2.The Dual Roll System
    Gathering employs a two-roll system reminiscent of tabletop gaming:

    The first roll determines if the resource’s quality improves beyond the server-generated base.
    The second roll decides how much the quality improves.

    Importantly, your Rarity stat only affects the first roll. The second roll is entirely random and independent.


    3. How It Works
    Imagine your Rarity is 0. When gathering a resource, the first roll gives you a 10% chance of success. If successful, the second roll takes place. This roll, which ranges from 0.0 to 100.0, determines the resource’s final rarity:

    Less than 88.89 → Green (Uncommon)
    88.90–98.89 → Blue (Rare)
    98.90–99.89 → Orange (Heroic)
    99.90–99.99 → Purple (Epic)
    Exactly 100 → Gold (Legendary)

    If the resource’s base rarity exceeds what the second roll determines, the higher rarity remains unchanged.


    Calculating the Odds
    Given these parameters, let’s calculate your chances of gathering each rarity tier with 0 Rarity:
    Common: 90%
    Uncommon: 8.889%
    Rare: 0.999%
    Heroic: 0.099%
    Epic: 0.009%
    Legendary: 0.001%

    As your Rarity stat increases, so do your odds. For instance, with a Rarity of 1,000, the chances shift to:
    Common: 77.3%
    Uncommon: 20.178%
    Rare: 2.268%
    Heroic: 0.225%
    Epic: 0.020%
    Legendary: 0.002%


    Observations from Hunting
    Interestingly, resources spawned by the Hunting profession appear to default to white (Common) rarity. This allows for clear statistical observations, showing how the distribution functions in real-world gameplay scenarios.

    UPD. Added simple calculator here https://docs.google.com/spreadsheets/d/1QbSOHPcWPri-UE-NU_tEiZ1YI3-D-A_b1My-0_WTwYw/

    As someone who has gotten mining to grandmaster I can tell you I get green through legendary on a regular basis. Your odds are nowhere near what actually happens. At least not for mining.

    This is the case because the original post only addresses bonuses to gathering rarity. It states that any upgrade to rarity only happens when rolled upgrade is higher than the rarity the node already had. So what you are getting is mostly the native rarity of the node with a small chance for an upgrade.
  • yianni_LoDyianni_LoD Member, Alpha Two
    edited January 24
    how does rarity increase rating translate to a %?
  • LucyusILucyusI Member, Alpha One, Alpha Two, Early Alpha Two
    edited January 24
    yianni_LoD wrote: »
    how does rarity increase rating translate to a %?

    0 Rarity → 10%
    316 Rarity → 15%
    700 Rarity → 20%
    1,264 Rarity → 25%
    1,984 Rarity → 30%
    2,893 Rarity → 35%
    3,712 Rarity → 37%
    4,448 Rarity → 39%
    5,840 Rarity → 42%
    7,008 Rarity → 45%
    8,409 Rarity → 50%

    This is a curve, a graph. Put your rarity on it and you'll see how much % you get.
    This is for the first roll. Second roll is pure rng. Rarity right now, with the current numbers is not worth investing into.
  • SnowElfSnowElf Member, Alpha Two
    edited January 25
    I thought it was my luck before, but the way that this formula works seems to be pretty cool imo.
  • darkstryfedarkstryfe Member, Alpha Two, Early Alpha Two
    yeah the bonus that rarity rating gives really needs some adjustment, cause as it stands in Alpha 2 from the testing I have done in both processing and gathering it makes pretty much no difference.
    So there is no real point in investing in higher rarity artisan equipment hopefully this changes as we get things like artisan skill trees etc in the future and it would be nice to see them weight the value more towards the tier you are in for example novice equipment has a greater effect while gathering novice tier gatherables but once you go to apprentice you need more rarity rating value to achieve the same effect when gathering apprentice gatherables.
  • eikkuueikkuu Member, Alpha Two
    yeah, good that someone else brings this up as well. I have created multiple forum and reddit posts about this. In my opinion this system is stupid. Here is my exactly similar post from reddit from 2 months back
    https://www.reddit.com/r/AshesofCreation/comments/1h79nsm/gathering_luck_is_broken/
  • eikkuueikkuu Member, Alpha Two
    I also want to comment that in my opinion the whole formula is really poorly programmed, not really following any best practices but its a bit beside the point :)
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