Rarity
NEW: Rarity now has a Discord server!
If you're interested in following the development process or contributing, you should also check out the official GitHub repository. We're always in need of more hands to help us make the addon better!
Rarity tracks how many times you've tried to obtain various rare items like mounts, battle pets, and toys. It will tell you how likely you are to obtain the item, track how long you've been farming for it, and tell you how lucky you've been so far. Although it's mostly used for mounts, battle pets, and toys, it supports pretty much any item, including profession patterns, archaeology projects, and more.
Looking for Rarity Item Packs? Click here.
Out of the box, Rarity includes support for every single mount, battle pet, and toy in the game which require some time to farm. It also includes support for some mount-related items like Skyshard, Primal Egg, and Giant Dinosaur Bone. It'll even notice if you mouseover a Mysterious Camel Figurine, plus lots of other stuff. Rarity factors in the size of a typical group when determining probabilities, and can also tell you if you've killed various bosses this week (or day). Holiday just started, and you didn't notice? Rarity will give you a helpful reminder to run those holiday dungeons or daily quests if you still need an item from them.
If Rarity doesn't track something you want to track, you can add it yourself! Just about everything is user configurable.
Curious what math is going on behind the scenes? The author of Bunny Hunter created the original algorithms. He wrote an article about it here. Your chance to obtain an item doesn't increase as you farm it; Rarity is just telling you how lucky you've been so far. It can be remarkably cathartic to see a progress bar move up as you spend hours upon hours trying for that Disgusting Oozeling.
Main features
- Rarity is primarily an LDB feed with a large tooltip. It can function as either a mini-map icon (you have to turn this on in the options), or as a standard LDB feed (use a display like Fortress, Button Bin, Titan Panel, or Chocolate Bar).
- Provides a progress bar, which you can toggle by clicking the icon or feed label.
- Adds info to NPC and item tooltips, showing you if it drops or contains something that Rarity tracks. Rare mobs with a guaranteed drop show which item they drop and if you've defeated them yet.
- Includes full source info, telling you how to obtain everything Rarity tracks.
Other features
- Share packs of items with other users
- Can automatically add waypoints to TomTom for certain items
- Uses statistics whenever possible to keep track of attempts
- Breaks your farming down by session, day, week, and month
- Looks at your instance locks to see if you've defeated various bosses recently
- Reminds you if you need to farm a holiday dungeon or daily quest, and hides holiday items that aren't available right now
- Supports bonus coin rolls
- Automatically screenshots when you obtain an item
- Keeps track of rare achievements like Frostbitten and Glorious
- You can add your own items to track
- Lets you modify your attempt count without having to edit saved variables
- Automatically imports data from Bunny Hunter if you're switching
Slash Commands
Simply typing /rarity should open the options menu (unless disabled).
For troubleshooting issues:
- /rarity dump displays the most recent debug log entries (even if the debug mode is disabled)
- /rarity validate checks the consistency of your item database, including custom items (experimental)
Comments & bug reports
Help translate Rarity
Click here to help translate Rarity into your language.
Frequently Asked Questions
Click here to read the Frequently Asked Questions. Please read this before requesting support.
Any chance it will get updated to reflect changes from 5.1?
Like new pets in old raids and removing min. group size in bosses like Alysrazor (currently Alysrazor shows it needs 3 players, while it is easily soloable).
I partially depend on players like yourself to bring up things that need to be added/changed. I try to keep tabs on changes, but it's not possible for one person to have the entire game memorized and also note every single change made with every patch.
I'll change Alysrazor to soloable. Any others?
Can you name the pets that were added and to which bosses?
Sorry, no offence was intended. You are doing great job, I don't meant to be demanding of any kind. :)
As far as I know, any pre-cata boss is soloable now (and some cata bosses, like Alysrazor as well).
If I might suggest -- maybe you could allow users to change "Method of obtaining" for predefined drops? This way, if someone is not able to solo some boss -- he could reflect it in settings and obtaining chances.
As for recently added raid pets, excerpt from my Rarity.lua (I've added them as custom):
["Chrominus"] = {
["type"] = "PET",
["method"] = "NPC",
["lastAttempts"] = 0,
["name"] = "Chrominus",
["npcs"] = {
14020, -- [1]
},
["chance"] = 6.7,
["spellId"] = 135264,
["attempts"] = 0,
["itemId"] = 93038,
},
["Harbringer of Flame"] = {
["type"] = "PET",
["method"] = "NPC",
["npcs"] = {
12098, -- [1]
},
["chance"] = 2.5,
["spellId"] = 68665,
["name"] = "Harbringer of Flame",
["itemId"] = 93033,
},
["Giant Bone Spider"] = {
["type"] = "PET",
["spellId"] = 135254,
["lastAttempts"] = 0,
["method"] = "NPC",
["attempts"] = 0,
["dates"] = {
[20130207] = {
["time"] = 2,
["attempts"] = 0,
},
},
["time"] = 2,
["npcs"] = {
15952, -- [1]
},
["chance"] = 5,
["name"] = "Giant Bone Spider",
["itemId"] = 93030,
},
["Viscidus Globule"] = {
["type"] = "PET",
["spellId"] = 135266,
["lastAttempts"] = 0,
["name"] = "Viscidus Globule",
["npcs"] = {
15299, -- [1]
},
["chance"] = 3.7,
["attempts"] = 0,
["method"] = "NPC",
["itemId"] = 93039,
},
["Ashstone Core"] = {
["type"] = "PET",
["method"] = "NPC",
["npcs"] = {
11988, -- [1]
},
["chance"] = 7.7,
["spellId"] = 135261,
["name"] = "Ashstone Core",
["itemId"] = 93035,
},
["Anubisath Idol"] = {
["type"] = "PET",
["spellId"] = 68659,
["lastAttempts"] = 0,
["name"] = "Anubisath Idol",
["npcs"] = {
15276, -- [1]
},
["chance"] = 5,
["method"] = "NPC",
["attempts"] = 0,
["itemId"] = 93040,
},
["Fungal Abomination"] = {
["type"] = "PET",
["spellId"] = 135255,
["lastAttempts"] = 0,
["method"] = "NPC",
["attempts"] = 0,
["dates"] = {
[20130207] = {
["time"] = 2,
["attempts"] = 0,
},
},
["time"] = 2,
["npcs"] = {
16011, -- [1]
},
["chance"] = 3,
["name"] = "Fungal Abomination",
["itemId"] = 93032,
},
["Stitched Pup"] = {
["type"] = "PET",
["spellId"] = 135257,
["lastAttempts"] = 0,
["method"] = "NPC",
["attempts"] = 0,
["time"] = 1,
["name"] = "Stitched Pup",
["npcs"] = {
15932, -- [1]
},
["chance"] = 5,
["dates"] = {
[20130207] = {
["time"] = 1,
["attempts"] = 0,
},
},
["itemId"] = 93029,
},
["Mini Mindslayer"] = {
["npcs"] = {
15263, -- [1]
},
["type"] = "PET",
["method"] = "NPC",
["lastAttempts"] = 0,
["spellId"] = 135268,
["itemId"] = 93041,
["name"] = "Mini Mindslayer",
["attempts"] = 2,
},
["Untamed Hatchling"] = {
["type"] = "PET",
["method"] = "NPC",
["lastAttempts"] = 0,
["name"] = "Untamed Hatchling",
["npcs"] = {
12435, -- [1]
},
["chance"] = 3,
["itemId"] = 93036,
["spellId"] = 135263,
["attempts"] = 0,
},
["Corefire Imp"] = {
["type"] = "PET",
["method"] = "NPC",
["lastAttempts"] = 0,
["spellId"] = 68664,
["itemId"] = 93034,
["chance"] = 3,
["name"] = "Corefire Imp",
["npcs"] = {
11982, -- [1]
},
["dates"] = {
[20130206] = {
["time"] = 1,
["attempts"] = 0,
},
},
["time"] = 1,
["attempts"] = 3,
},
["collapsed"] = false,
["Death Talon Whelpguard"] = {
["type"] = "PET",
["method"] = "NPC",
["lastAttempts"] = 0,
["name"] = "Death Talon Whelpguard",
["npcs"] = {
12017, -- [1]
},
["chance"] = 2.8,
["spellId"] = 135265,
["attempts"] = 0,
["itemId"] = 93037,
},
Oh no, I didn't mean to sound offended! I wasn't. ;) Just letting you know that it can be hard to keep track of everything in the game.
Thanks for your saved variables! That's awesome! I'll get started implementing those pets. I'm concerned Rarity has too many items in it now, but I guess there's nothing I can do about that.
Regarding pre-Cata bosses: I'm fairly sure Invincible and Mimiron's Head aren't reasonably soloable by most players.
While I can't let you change the detection method, the next build will let you change the Group Size to 1, which will change it to a soloable item. That'll have the same effect. (The only difference in detection methods is one checks when the boss dies, the other checks when you loot the boss. If you're alone, they're basically equivelant.)
Alright, try out r163-beta. I put all the new pets at a 10% drop chance. They may in fact be higher; I'm not sure how skewed the WowHead data is due to the number of kills pre-5.1. Let me know if this looks good and I'll promote it to release. Thanks again for your help!
It seems everything is fine.
I'll stay with drop chances I listed earlier, though. I calculated them from WowDB data, which I find more reliable for 2 reasons:
1. More people uses Curse client, than WowHead addon, which give WoWDB bigger sample of kill/drop data. Bigger sample is always better when it comes to statistics.
2. It seems WoWDB data was reset after pets were introduced, while WowHead datas includes kills made before there was chance of getting pet. Which make WowHead datas not reliable in this case.
OK cool. I think you may have entered the chances wrong (would have to double check). Rarity expresses chance to drop as 1 in N. So you had, for example, Chrominius dropping once every 6.7 kills. That didn't seem right to me -- usually we use whole numbers. I'll go take a look at WowDB to see what the drop rates look like, and adjust them. Thanks again for your help!
Edit: Nope, I was wrong. You did enter them right. So Chrominius is listed as a 15% drop chance, which is 6.7. I'll go through the others. I would be very surprised if they all had different drop rates, though. Usually Blizzard conforms to a few well-known drop rates and reuses them.
@Pseudopath
Yes, set it to None and it will stop announcing everything. I just tested this to verify it works.
@Allara
Thanks for your reply.
It would seem then that I either cannot find the 'global disable' or it isnt working for me.
Am I right that the global to disable option is under 'General -> Announcements -> Output ->' and if none are checked I should not have any annoucements?
Thanks,
Pseudopath.
@Pseudopath
You've been able to disable the announcements both globally and per item since the initial release of this addon. Glad you enjoy Rarity!
Howdy,
Thanks for creating/maintaining this addon.
A request; would you please implement an option to enable/disable the 'announcement'; I prefer a more passive option that I can decide to enable visible updates for? Thanks.
Cheers,
Pseudopath.
There is something not working as intended. As I farm "Skyshards" I noticed that is not exactly keeping up with the kills. For example: I kill so many of those trickters and when I auto-loot them with them being SO MANY dead around me, rarity counts like 8-10 etc of them. but in reality I had killed like 40+ why is this happening?
Try it out yourself. Go to the mistfall town when it's under fire and sit tight from distance and start killing a bunch of them. When you group loot them all.. Rarity will count just a small portion of them. I tested it twice.. I had 200 kills supposdly by rarity.. and I killed exactly 20 of them.. Then I group loot them and I got 208, same results the second time.
You would be wise to go read the Known Issues thread here: http://www.wowace.com/addons/rarity/forum/40931-known-issues-and-limitations/#p1
To answer your specific issue:
Looting a group of NPCs only counts attempts for those NPCs that dropped an item
Currently in patch 5.0.4, if an NPC in a group only drops money (or didn't drop anything), it can't be counted as an attempt. This is because the API currently does not give Rarity a way to know those NPCs existed. This issue does not apply if you only loot a single NPC. The issue has been reported to Blizzard.
Although the post above references 5.0.4, please know that the issue has not been resolved in 5.1. It is impossible for Rarity to do what you want, due to limitations imposed by Blizzard.
So it doesn't look like I can do this without adding a cumbersome unit cache based on the combat log, which will kill performance and add a lot of complexity. Since the loot count for Skyshard farming is already horribly wrong due to the Blizzard AOE loot API bug, I don't see much point in adding support for "minus" detection until they fix that bug. Your count will be wrong regardless, until they fix it.
Blizzard added in a "minus" quality of mobs (minus, normal, rare, elite, rare-elite, boss). These "minus" quality mobs only drop junk items such as [Shattered Bone Fragment]s. However, their kills count towards Rarity's tracking, such as for [Skyshard]s. Is there a way to filter out these kills?
Is there a way to make Rarity supports containers like Sturdy Treasure Chest and others chests like that (for example if I want to get Feet of the Lynx) ? It doesn't count when I open them.
Looting world objects is not supported at this time. I'm not aware of any pets or mounts that are obtained in that manner.
Huh. So it turns out, Blizzard actually counts 2 attempts per kill in Vault of Archavon, in your statistics. This is extremely odd, but that's why Rarity is counting 2 per kill, despite my best efforts.
I may be able to solve this, but I'll have to think of the best way.
Ah, well It's no big deal. Blaming blizard is actually true in this case! lol