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Signet Ring Half (b): Difference between revisions

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{{V0.13}}{{Item|name=Signet Ring Half (b)|description=No Description|id=646|category=Misc|type=Misc|sellsfor=850000|customData=|itemSources=*Killing any [[Monsters|Monster]]|itemUses=*[[Upgrading Items]]}}
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The '''{{PAGENAME}}''' is a rare drop that can be combined with {{ItemIcon|Signet Ring Half (a)}} to create {{ItemIcon|Aorpheat's Signet Ring}}.
 
==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 {{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===
 
The chance for a Signet Ring Half (b) roll to succeed is <math>\frac{x}{500,000}</math>, where <math>x</math> 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} \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 <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.
 
===Drop Chance Per Hour===
 
The easiest way to compare monsters is through killing several (or using a combat simulator [[Scripting and Extensions|Extension]]) to establish an average number of kills per hour and then using the following formula:
 
<math>\text{Chance Per Hour} = 1 - (1 - \text{Per Kill Drop Chance})^\text{Kills Per Hour}</math>
 
Calculating drop chance over several hours is very similar:
 
<math>\text{Total Chance} = 1 - (1 - \text{Per Kill Drop Chance})^{(\text{Kills Per Hour} \times \text{Hours})}</math>
 
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