Borderlands: The Pre-Sequel

Borderlands: The Pre-Sequel

33 ratings
Code Related Guide on Rarity and Grinding
By Magic Gonads
There are a lot of guides talking about grinding and how it works, but a while ago I discovered exactly how it works and how as a modder, you can make any result occur from any item or weapon. I will also be describing what I have learnt about rarity and how parts interact with eachother to influence rarity. Eventually I may also add sections detailing how certain parts influence the stats of an item or weapon.

The purpose of this guide is for reference to people who already mod the game but don't understand the intricacies which simply requires rigorous testing.

It is NOT a guide on loot and how loot is created or obtained, or how likely a certain rarity is to exist, or what properties different rarities have.
   
Award
Favorite
Favorited
Unfavorite
Grinding
Grinders use the Balance part of any weapon or item to grind with. This means that if you gave a green fragtrap classmod the balance of a legendary rocket launcher, the grinder would interpret that class mod as a legendary rocket launcher.

I have created a bunch of characters full of Eridian Vanquisher Lawbringer class mods that have balances designed for perfect grinding.
(See; https://www. mediafire. com/ folder/ 85i9221m9ado9/ Matchmakers)

These class mods have the balance of legendary items and weapons from different categories, each category is indicated by a rarity on the class mod:

Class (Legendary) BLOZ(CgAAAACSkgALDhLg4zCBxwzAEUAQwP///////////z8SQApCAMA=)
Weapon (Purple) BLOZ(CgAAAAALkAALDiqA4zCBxxPAEUAQwP///////////z8SQApCAMA=)
Shield (Blue) BLOZ(CgAAAADeLwALDkyI4zCBxwrAEUAQwP///////////z8SQApCAMA=)
Grenade (Green) BLOZ(CgAAAAChtAALDgJY4TCBBwzAEUAQwP///////////z8SQApCAMA=)
Oz Kit (White) BLOZ(CgAAAACzUwALDtB44TCBBwDAEUAQwP///////////z8SQApCAMA=)

3 'Weapon' = Random Legendary Weapon
2 'Weapon' + Purple(Type) = Legendary(Type)
3 'Shield' = Random Legendary Shield
3 'Grenade' = Random Legendary Grenade
3 'Oz Kit' = Random Legendary Oz Kit
Rarity

Known Rarities: [In order of rarity]
{Glitch}
Ultra_White [>9]
Ultra_Legendary [9]
Pale [8]
Mint [7]
Ultra_Purple [6]
AG_White [5]
Glitch [4]
Pearlescent [3]
Gold [~:2]
{Regular}
Black [>11]
AL_White [11]
Legendary [7:10]
Etech [6]
BE_Legendary [5]
Purple [4]
Blue [3]
Green [2]
White [1]
Grey [~]

Numbers contained within [ and ] are points, these points are a logistic construct I have developed to explain where rarities exist, I have used these points to figure out different ways to create these rarities. Also '~' means '0' and below.
Rarity: Weapons
Three parts make a difference to the rarity of a weapon:
~ Body
~ Barrel
~ Accessory 2

Body:
Each body level adds more points:
No Body = 0
Body with no following = 1
Body A or 3 = 2
Body B or 4 = 3
Body C or 5 = 4

Barrel:
Legendary barrels will increase the rarity by 5 points.

Accessory 2
Whenever a weapon has a Glitch accessory, it will have an entirely different set of rarities.
Rarity: Class Mods
This section will define what each part in a class mod does. It will not focus soley on rarity.
Parts in question:
~ Type
~ Alpha
~ Beta, Gamma, and Material

Type:
Type gives 5 points if legendary.

Alpha:
This is the specialisation base type. It defines the base rarity of the class mod
The number next to each part of the skill adds skill points based on the SX values.

X=1, 2, or 3;
Spec_Legendary = 8 (Legendary)
Spec_ASX_(-)BSX_(-)CSX = 4 (Purple)
Spec_ASX_BSX = 3 (Blue)
Spec_ASX = 2 (Green)
Spec_NoSkill = 1 (White)
No Alpha = 0

Purple: A = +2, B = +1, C = +0
Blue: A = +3, B = +2

Therefore Etech is Blue + Blue (Tested and proven)

Beta, Gamma, and Material
This adds to the attributes on the class mod. (E.g. Shield recharge delay)
X=0,1,2,3,4, or 5
Beta: PrimaryStat_AX_B0_C0
Gamma: PrimaryStat02_A0_BX_C0
Material: StatPenalty_A0_B0_CX

A is the first attribute, B is the second attribute, C is a penalty to both
Rarity: Shields
Parts that influence rarity:
~ Delta
~ Material

Delta:
Deltas are the special effects of shields. Legendary accessories will increase the rarity by 4 points.

Some shields will use the Balance instead of Delta for the extra points required to reach BE_Legendary and not Legendary (hence why some legendary shields are BE_Legendary and some are Legendary)

Material:
The Material is what influences the stats and rarity the most out of any part of the shield (by a significant factor).
Rarity Increases:
No Material = 0
Uncommon = 1
Common = 2
Rare = 3
VeryRare = 4
Legendary = 5

Note: Either the material alone and not the delta will be responsible for most legendary shields as they are usually BE_Legendary and not true Legendary (5 + 4 = Legendary, 5 + 0 = BE_Legendary)
True legendary shields will have both 4 points from delta and 5 from material.
Rarity: Grenades
Parts that influence rarity:
~ Type
~ Epsilon

Type:
Legendary Types increase rarity by 5.

Epsilon:
This is the damage part, it will dictate the rarity of the grenade.
No Epsilon = 0
1 or 2 = 1
2 or 3 = 2
4 or 5 = 3
6 or 7 = 4
Rarity: Oz Kits
Parts that influence rarity:
~ Eta
~ Theta

Eta:
Legendary Eta adds 5 points

Theta:
No Theta = 0
Theta 1-3 = 1
Theta 4-7 = 2
Theta 8-11 = 3
Theta 12-15 = 4
14 Comments
Magic Gonads  [author] 25 Apr, 2015 @ 3:36pm 
Yes, what the author claims is true. I can easily test the rarity of any object relative to other objects via two methods, so I might do that soon.
aleske 25 Apr, 2015 @ 1:18pm 
once i've found a post on some forum, much like yours, where the rarity mechanics in BL2 was explained. i can't find it again now, believe it is dead.
i remember the post author claimed that any item, which can be picked up, has a rarity, and there are several different white rarities -- for guns, ammo, audiologs, and so on.
Magic Gonads  [author] 25 Apr, 2015 @ 7:33am 
aleske, do you have proof for that? If so I'd love to see it because that's interesting.
aleske 25 Apr, 2015 @ 5:55am 
AL_White is for AudioLogs.
Ancient Chaos Wizard 16 Apr, 2015 @ 6:19am 
K thanks for informing me, I tought about BL2 when looking at most of them soo.. yea 3:
Magic Gonads  [author] 16 Apr, 2015 @ 4:22am 
In BL2, Ultra_Pearl is used for boosters (droped by booster shields).
Magic Gonads  [author] 16 Apr, 2015 @ 4:21am 
Oh and Ultra_Purple is also for Torgue Tokens from BL2.
Magic Gonads  [author] 16 Apr, 2015 @ 4:21am 
They are used for other things in the game;

Gold is used for money,
Pearl is used for mission items,
Mint is used for moonstone,
Pale is used for oxygen canisters,
Ultra_Purple is used for eridium (wasn't removed from BL2),
Etech is Etech (wasn't removed from BL2),
BE_legendary is for the gun Longbow and most legendary shields

I have no idea about;

Black,
Ultra_Legendary,
Ultra_White,
AG_White and AL_White
Ancient Chaos Wizard 16 Apr, 2015 @ 3:21am 
I don't necesarely understand the purpose of the non-optainable rarities. Why were they scrapped if the code is still here, too powerful? Were they too confusing?
WikiGenio 15 Apr, 2015 @ 11:41am 
Thanks