Signet Ring Half (b): Difference between revisions

Clarify that Topaz ring can be equipped in either passive or ring slot & math formatting
(→‎top: Updating Version Template to automatically use latest on items., replaced: {{V0.16.3}} → {{V}})
(Clarify that Topaz ring can be equipped in either passive or ring slot & math formatting)
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==Item Sources==
==Item Sources==
The Signet Ring Half (b) can be found by killing [[monsters]] in [[combat areas|combat]] and [[slayer areas]], or by killing [[dungeons|dungeon]] bosses while the player has a [[Gold Topaz Ring]] currently equipped in their active armour slot and the enemy dropped an item other than {{ItemIcon|Bones}} or another similar guaranteed drop. When found, the Signet Ring Half (b) will be added automatically to the [[Bank]] rather than appearing in the 'Loot to Collect' panel.
The Signet Ring Half (b) can be found by killing [[monsters]] in [[combat areas|combat]] and [[slayer areas]], or by killing [[dungeons|dungeon]] bosses while the player has a {{ItemIcon|Gold Topaz Ring}} currently equipped in either the passive or ring slot of their active equipment set, and the enemy dropped an item other than {{ItemIcon|Bones}} or another similar guaranteed drop. When found, the Signet Ring Half (b) will be added automatically to the [[Bank]] rather than appearing in the 'Loot to Collect' panel.


===Drop Chance Per Kill===
===Drop Chance Per Kill===
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The chance for a Signet Ring Half (b) roll to succeed is X in 500,000, where X is the combat level of the [[monster]] defeated. As the roll is only made on a loot-generating drop, the chance of a given kill giving the ring half is
The chance for a Signet Ring Half (b) roll to succeed is X in 500,000, where X is the combat level of the [[monster]] defeated. As the roll is only made on a loot-generating drop, the chance of a given kill giving the ring half is


<math> \text{Drop Chance} = \text{Monster Loot Chance} * \frac{\text{Monster Combat Level}}{500,000} </math>
<math> \text{Drop Chance} = \text{Monster Loot Chance} \times \frac{\text{Monster Combat Level}}{500\;000} </math>


For example, the {{MonsterIcon|Rune Knight}} has a Combat Level of 101 and a 5% chance to drop loot so the chance per kill of getting the Signet Ring Half (b) is 0.05 * 101 / 500,000 = 0.00101%. Killing a {{MonsterIcon|Fierce Devil}}, which has a 100% chance to drop loot and a Combat Level of 100 would give a 1 * 100 / 500,000 = 0.02%.
For example, the {{MonsterIcon|Rune Knight}} has a Combat Level of 101 and a 5% chance to drop loot so the chance per kill of getting the Signet Ring Half (b) is <math>0.05 \times \frac{101}{500\;000} = 0.00101\%</math>. Killing a {{MonsterIcon|Fierce Devil}}, which has a 100% chance to drop loot and a Combat Level of 100 would give a <math>1 \times \frac{100}{500\;000} = 0.02\%</math>.


Players seeking to optimize their drop chance should find a monster that always drops loot and is a good balance between high combat level and short kill time.
Players seeking to optimize their drop chance should find a monster that always drops loot and is a good balance between high combat level and short kill time.
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Calculating drop chance over several hours is very similar:
Calculating drop chance over several hours is very similar:


<math>\text{Total Chance} = 1 - (1 - \text{Per Kill Drop Chance})^{(\text{Kills Per Hour} * \text{Hours})}</math>
<math>\text{Total Chance} = 1 - (1 - \text{Per Kill Drop Chance})^{(\text{Kills Per Hour} \times \text{Hours})}</math>


{{ItemSources}}
{{ItemSources}}
{{ItemUses}}[[Category:Items]]
{{ItemUses}}[[Category:Items]]
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