I've been tracking my rewards in campaign the last week or two in order to get some numbers on campaign treasures. Methods: 1) I have purchased all the extra adventures, and the pizza club. 2) More or less each day I would beat the 4 level 17 adventures, and the 2 level 15 adventures. I skip the war monkeys stages. 3) I recorded the rarity of each item I received, in order (so I could identify pizza club items), and marked the treasure items separately. Based on my data, I beat these levels 50 times (due to restarts/dragon failures I actually have the lower levels recorded as being beaten 54 times slightly increasing the overall treasure count). I would estimate each level takes 20-30 minutes to beat at this point. In total I received 412 items. 361 common and uncommon items 41 Rares, 7 of which were treasures 10 Epics, 2 of which were treasures 1 Legendary This more or less worked out to averaging a rare or better item for each adventure I beat. The final chests offer the best rewards, 38 of the rare or better items came from those chests. This makes short adventures, like Secret of the Gnome Lords, more lucrative. It's quicker to get to the "good" chest. 14 of the rare or better items came from the pizza club.
Interesting observations. I wonder if the results would be different when grinding lower level campaigns for low level non-token rares/epics/legendary.
I hope that there are no differences in statistics based on starting level. "Going for the Epic items" is what I do when replaying level 7 over and over again to try and earn a Blazing Shortsword or two.
Yes, that's why I was curious, these numbers seem pretty good and I'd want similar odds at the low levels. On a side: I just saw a Blazing Shortsword but I wasn't a club member so I missed out.
I doubt they'd be any different. I expect it's the same random number generation, just with different levels of gear. I expect trying for a specific epic would take a lot of time. One of the reasons I was including the level 15 adventures was to try and find a Staff Of Winter , which is only rare and which I still haven't seen. It's a viable strategy, but I think it's going to take a lot of patience. I think the general rewards are at pretty good rate. The rewards seem competitive with what you can get for the same time in MP. One other data point. This was about 24 hours of grinding spread over a couple weeks, and if I sold all the treasure and all the commons/uncommons, I'd have about 750 gold with 170 of that from the rare/epic treasures. There's a lot of chat about gold, not quite sure how I feel about it, but this would let you buy another epic from the store.
A legendary at 2500 gold would require 80 hours of grinding, during which you would already have obtained 3 others. So a legendary is never worth buying ever unless it's one of the "broken" ones like Vibrant Pain... but then I guess shop legendaries get vetted and stuff like that will never show up because it would be unfair or whatever... but then who knows they might show up after all so I can't afford to buy anything merely interesting just in case... but then what are the odds of those top legendaries being for sale anyway... etc ad infinitum More interestingly, if something you want shows up in the rarities shop you'd need to grind 16 hours for epic or 80 hours for legendary in a single week or less. Seems out of reach for most players.
From a statical standpoint we can't say this. With only one popping up during my tests there is no where near enough data to know how often you get them for playing.
I considered it but then I decided it would cost too much and the 500 gold epic staff(forget the name) with 2xFireball 2xFirewall 2xFlamespit(I think) also for sale would work just fine for me.
Here's some of the data I collected: (club member stats in parentheses) White Skull Canyon Lv 1, 1 grindable map, no club rewards, 10 data points Items: 2 Common: 160% Uncommon: 20% Rare: 20% Wizard's Workshop Lv 2, 3 grindable maps, 10 data points Items: 6 (9) Common: 440% (700%) Uncommon: 140% (160%) Rare: 20% (40%) For comparison, here's the stats for multiplayer: MP Chest #1 20 data points Items: 4 (5) Common: 230% (230%) Uncommon: 55% (55%) Rare: 85% (155%) Epic: 25% (50%) Legendary: 5% (10%) MP Chest #2 18 data points Items: 2 (3) Common: 156% (239%) Uncommon: 28% (44%) Rare: 17% (17%) MP Chest #3 18 data points Items: 4 (5) Common: 128% (128%) Uncommon: 144% (144%) Rare: 89% (161%) Epic: 33% (50%) Legendary: 6% (17%) Even though I'm not a club member, I'm still averaging one epic or legendary every other day.
I'd say the current drop rates, although slightly slow, reward dedicated players with valuable loot. If they increased the sell prices of treasures then the grind would be very doable for even the most casual of gamers.
This is necessary, I'd guess, because without it players could just do the first few missions of an adventure, never exhaust it and just grind it endlessly. The cardstock II preview (the last adventure) goes pretty quickly for me, I would grind the first chest of that if it gave the same rewards as the last chest.