TL:DR You get an average of 83 shards per 3k gold spent BEST CASE SCENARIO vs 100 shards per 2k gold spent using the gold to shards converter.
The Gold to Shards converter is the fastest and most efficient way to get shards.
This is going to be a very mathematical post. If you’re allergic to math, you’re really not going to be able to refute what I’m about to say. If I did the math wrong, please, by all means, point it out. I’m not perfect.
Without further ado, I’m going to prove why the current proposed conversion rate of 500 shards for 10,000 gold is very generous.
First, we need to establish a few things.
- This assumes the best case scenario, that you own ALL items in the game.
- This also assumes the following probabilities are correct. (Which they’re probably not, but they’re close)
- This ignores the 18 chest Legendary pity timer as this would unnecessarily complicate the math.
- I am ignoring shard drops. This too will unnecessarily complicate the math because instead 35 permutations I will now have 126 permutations. Besides, the droprates of shard drops is unknown anyway.
The droprates for items in Loot Chests is as follows.
- Legendary - 1/17 Chests
- Epic - 1/4.5 Chests
- Rare - 1/1 Chests
This makes the droprates as follows (On a per item basis, there are 4 items per chest).
- Legendary 1/17/4 = 1/68 = 1.47%
- Epic 1/4.5/4 = 1/18 = 5.56%
- Rare 1/1/4 = 1/4 = 25%
- Common 1 - (1/68 + 1/18 + 1/4) = 104/153 = 67.97%
Finally, the shard conversion rates for each item are as follows.
- Legendary = 400 Shards
- Epic = 100 Shards
- Rare = 20 Shards
- Common = 5 Shards
The weighted average can now be found easily.
4(400(1/68)+100(1/18)+20(1/4)+5(104/153)) = 79.35
This means there is an average of 79.35 shards per roll. When you strategically reroll, you can raise this average as you usually accept a value of 50 or more.
Now which would you rather do? (Remember, this assumes you own ALL items in the game)
Spend 10,000g on 3 chests with 1,000g to spend on rerolls or get a guaranteed 500 shards for 10,000g?
Now the rest is just for fun.
With 4 possible item types, and 4 rolls per chest, there are 35 permutations which can be derived from the following formula.
(r+n-1)!/(r!(n-1)!)
However, with rare chests, one permutation can be ignored, which is the case of 4 common items (Since you are guaranteed at least one rare) which leaves us with the following 34 permutations. (Compliments of mathisfun.com because there’s no way I’m walking through the list of unique combinations manually)
{L,L,L,L} {L,L,L,E} {L,L,L,R} {L,L,L,C} {L,L,E,E} {L,L,E,R} {L,L,E,C} {L,L,R,R} {L,L,R,C} {L,L,C,C} {L,E,E,E} {L,E,E,R} {L,E,E,C} {L,E,R,R} {L,E,R,C} {L,E,C,C} {L,R,R,R} {L,R,R,C} {L,R,C,C} {L,C,C,C} {E,E,E,E} {E,E,E,R} {E,E,E,C} {E,E,R,R} {E,E,R,C} {E,E,C,C} {E,R,R,R} {E,R,R,C} {E,R,C,C} {E,C,C,C} {R,R,R,R} {R,R,R,C} {R,R,C,C} {R,C,C,C}
To calculate the probability of a combination, you simply take and multiply the probability of each item in the combination.
For example, getting 4 Legendaries is a (1/68)^4 probability which is 0.0000005%. If you can’t guess, that’s very very low.
If you’re interested, here are the probabilities an shard amounts for each combination.
Combination | Probability | Shards |
---|---|---|
LLLL | 0.00% | 1600 |
LLLE | 0.00% | 1300 |
LLLR | 0.00% | 1220 |
LLLC | 0.00% | 1205 |
LLEE | 0.00% | 1000 |
LLER | 0.00% | 920 |
LLEC | 0.01% | 905 |
LLRR | 0.01% | 840 |
LLRC | 0.04% | 825 |
LLCC | 0.06% | 810 |
LEEE | 0.00% | 700 |
LEER | 0.01% | 620 |
LEEC | 0.04% | 605 |
LERR | 0.06% | 540 |
LERC | 0.33% | 525 |
LECC | 0.45% | 510 |
LRRR | 0.09% | 460 |
LRRC | 0.75% | 445 |
LRCC | 2.04% | 430 |
LCCC | 1.85% | 415 |
EEEE | 0.00% | 400 |
EEER | 0.02% | 320 |
EEEC | 0.05% | 305 |
EERR | 0.12% | 240 |
EERC | 0.63% | 225 |
EECC | 0.86% | 210 |
ERRR | 0.35% | 160 |
ERRC | 2.83% | 145 |
ERCC | 7.70% | 130 |
ECCC | 6.98% | 115 |
RRRR | 0.39% | 80 |
RRRC | 4.25% | 65 |
RRCC | 17.33% | 50 |
RCCC | 31.41% | 35 |
CCCC | 21.35% | 20 |
Anyway, there you go. Remember in the table that 0.00% is not actually 0%, it’s just too low to display with 2 decimals.
EDIT: I just realized that I forgot to account for multiplicity. For example, there are 24 different ways you can get a LERC chest. I will have to update the probabilities. Give me a few minutes to do this.
EDIT2: Fixed the probabilities, they now properly account for multiplicity.
EDIT3: Weighted calculation is wrong. The average can’t be 19.8 when the least amount of shards is 20. I must have done something wrong.
EDIT4: I forgot to multiply by 4 for 4 items per chest, lol.