Code:
<!-- Overrides the probability on a per item basis -->
<!-- Level is the percentage to Max Level for the player. Max level is found in progression.xml -->
<lootprobtemplates>
<lootprobtemplate name="baseProbTemplate">
<loot level="0,0.25" prob="0.25"/>
<loot level="0.25,0.50" prob="0.5"/>
<loot level="0.50,0.75" prob="0.75"/>
<loot level="0.75,1" prob="1"/>
</lootprobtemplate>
...
<lootqualitytemplates>
<lootqualitytemplate name="treasureTemplate">
<qualitytemplate level="0,0.16" default_quality="1,100">
<loot quality="301,600" prob="0.015"/>
<loot quality="201,300" prob="0.075"/>
<loot quality="101,200" prob="0.22"/>
<loot quality="1,100" prob="1"/>
</qualitytemplate>
<qualitytemplate level="0.16,0.32" default_quality="101,200">
<loot quality="301,600" prob="0.021"/>
<loot quality="201,300" prob="0.09"/>
<loot quality="101,200" prob="0.25"/>
<loot quality="1,200" prob="1"/>
</qualitytemplate>
<qualitytemplate level="0.32,0.48" default_quality="201,300">
<loot quality="301,600" prob="0.03"/>
<loot quality="201,300" prob="0.12"/>
<loot quality="101,200" prob="0.30"/>
<loot quality="1,300" prob="1"/>
</qualitytemplate>
<qualitytemplate level="0.48,0.64" default_quality="301,400">
<loot quality="501,600" prob="0.045"/>
<loot quality="401,500" prob="0.15"/>
<loot quality="301,400" prob="0.37"/>
<loot quality="1,300" prob="0.75"/>
</qualitytemplate>
<qualitytemplate level="0.64,0.80" default_quality="401,500">
<loot quality="501,600" prob="0.075"/>
<loot quality="401,500" prob="0.25"/>
<loot quality="301,400" prob="0.37"/>
<loot quality="1,300" prob="0.5"/>
</qualitytemplate>
<qualitytemplate level="0.80,1" default_quality="501,600">
<loot quality="501,600" prob="0.15"/>
<loot quality="401,500" prob="0.37"/>
<loot quality="301,400" prob="0.37"/>
<loot quality="1,300" prob="0.4"/>
</qualitytemplate>
</lootqualitytemplate>
</lootqualitytemplates>
Code:
<player_skill name="Scavenging" icon="loot_sack" description_key="scavengingDesc" title_key="scavenging" group="scavenging">
<effect name="LootTime">
<multiply skill_level="1,10" value="1,0.76"/>
<multiply skill_level="10,20" value="0.76,0.66"/>
<multiply skill_level="20,30" value="0.66,0.59"/>
<multiply skill_level="30,40" value="0.59,0.53"/>
<multiply skill_level="40,50" value="0.53,0.47"/>
<multiply skill_level="50,60" value="0.47,0.42"/>
<multiply skill_level="60,70" value="0.42,0.37"/>
<multiply skill_level="70,80" value="0.37,0.33"/>
<multiply skill_level="80,90" value="0.33,0.29"/>
<multiply skill_level="90,100" value="0.29,0.25"/>
</effect>
<effect name="LootQuality">
<add skill_level="1,5" value="1,8"/>
<add skill_level="5,11" value="8,14"/>
<add skill_level="11,19" value="14,19"/>
<add skill_level="19,32" value="19,26"/>
<add skill_level="32,49" value="26,34"/>
<add skill_level="49,70" value="34,41"/>
<add skill_level="70,100" value="41,50"/>
</effect>
</player_skill>
i think its the opposite
Skill deliver quality mayx + 50
Perk gives max +100
The basechance is completly dependent on playerlevel