Originally Posted by Old Pedant
But a big problem with this approach is the *granularity*.
Just to pick the example you used, if we wanted "rare" to be 1%, and still assuming the same 3 weapons (4 occurrences), we would need 20 values in the rarity array.
it doesn't matter how many values are in the array, so long as we don't have to code them like we would with some sort of table of numbers.
you can easily get to the single-percent level.
if you want 1% rare and the rest to be the same, the only piece you need to touch is the rarity array.
i'd imagine you want 75 common, 24 uncommon, and 1 rare:
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