Notes on Rarity
Types and use of rarity in Pixel War
As can be seen in the rarity table, Pixel War uses a rarity distribution model to determine the general distribution of rarity across many things in the game.
The rarity distribution is used to randomly determine some elements of a pixel hero when it first manifests - this includes aesthetic elements such as character base, fantasy origin, and more. It also determines aspect.
Base attributes are determined by "dice rolls" similar to traditional tabletop RPGs and then they are designated with a "rarity tier" based on how high they are. The rolls to generate stats use a "4d6 drop the lowest d6" system, so they will not follow a normal distribution in the 3-18 range.
The rarity indicator for an attribute (shown on the hero card) is based on the following:
18 -> Mythic
17 -> Legendary
15-16 -> Epic
12-14 -> Rare
9-11-> Uncommon
<9 -> Common
Rarity on items follows the distribution curve.
The Common rarity tier has a lower percentage chance than the next tiers up, which might seem odd. This is because the Common tier typically has fewer actual items in it. So even though the percentage of an item in that tier is lower, the absolute number of each item that can be minted will be higher. (See item sets.)
The rarity level of the hero card, its background color, is generated and locked at hero mint and is determined by a combination of the rarity of various aspects of the core pixel hero and its attributes. It does not take items into account (and it does not change when new items are equipped).
IMPORTANT NOTE: Rarity in this case is a game mechanic and is not strictly related to rarity as the term is traditionally used in relation to NFTs. The NFT term rarity is probably closer to scarcity. Rarity as it is used here is the more traditional rarity model used in almost all RPGs (Role-Playing Games).
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