In Dead Island, orange-rarity items spawn in loot drops (e.g., weapon chest) at a high, if not 100% chance (outside of vendors) after a certain amount of time. This information was largely propagated by DeathMule across fora. DeathMule claims that the interval between this guaranteed-orange-weapon-spawn-chance (owsc) is five hours. I feel that this claim draws an arbitrarily high time beyond and rather than the true value. Is it true that it takes exactly five hours or does it take a shorter length of time?
How much time for an orange weapon
dead-island
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- Do I deal less health damage to a zombie while it still has stamina?
The inverse - I don't believe zombies take less damage when they have stamina, but if they are knocked down (either as a result of having no stamina or via throwing/ramming/etc.), they take more damage.
- Will aiming at the zombie's head inflict more health damage, even when it's knocked down?
Yes, and you will occasionally get a time slowdown when this happens.
- Do certain types of weapons inflict more health damage compared to stamina damage, regardless of their base damage (for example, if I have a firearm and a blunt weapon with the same attack value, will the firearm inflict more health damage)?
It seems like the more Force a weapon has, the more damage it does to Stamina. I'm not sure how firearms stack up, though.
There are a lot of prefixes and even more questions about them and their meaning. Some have only been seen in pre-release info or screeshots and some effects have not been well documented. There's a fairly good list on the Dead Island wiki and while it's a bit unreadable, the weapon mod FAQ lists the prefixes under the associated mods. Neither of these consider mods unique to one weapon as adding a prefix for the most part. If you can follow the association of the prefixes to the mods, the Dead Island wikia has some more detailed effect information. The accuracy of any of these sources is somewhat dubious for the effects so it may take some digging into the games' files for something more conclusive.
As you know, the game takes a base items and then adds prefixes after to modify characteristics. The game uses a weighted random algorithm with the item level as the base value to generate items and it is possible for items to have multiple prefixes. There are also prefixes from weapon mods that can be added and others of unknown origin.
I'll transcribe the known prefixes (107 at present) and their believed effects, ordering the generated prefixes according to the game's data file and I'll add whether I believe the descriptor is positive or negative:
Name Effect
Defective -Accuracy
Skewed -Accuracy
Imprecise -Accuracy
Flawed -Accuracy
Unreliable -Accuracy
Short range -Accuracy
Semi-accurate +Accuracy
Well-balanced +Accuracy
Calibrated +Accuracy
Accurate +Accuracy
Precise +Accuracy
Trusty +Accuracy
Spot-on +Accuracy
Perfect +Accuracy
Dead Eye +Accuracy
Feeble -Damage
Puny -Damage
Mediocre -Damage
Ordinary -Damage
Spiteful +Damage
Malicious +Damage
Damaging +Damage
Dangerous +Damage
Savage +Damage
Vicious +Damage
Cruel +Damage
Slaughtering +Damage
Devastating +Damage
Deadly +Damage
Lethal +Damage
Flimsy -Durability
Frail -Durability
Shoddy -Durability
Fragile -Durability
Weak -Durability
Worn -Durability
Used -Durability
Reliable +Durability
Dependable +Durability
Sturdy +Durability
Stout +Durability
Strong +Durability
Tough +Durability
Impervious +Durability
Indestructible +Durability
Tiring -Force (may lower handling?)
Frightening +Force
Striking +Force
Threatening +Force
Debilitating +Force
Awe-inspiring +Force
Formidable +Force
Terrifying +Force
Disabling +Force
Shattering +Force
Enervating +Force
Crippling +Force
Incapacitating +Force
Paralyzing +Force
Diabolical +Force
Sluggish -Reload
Slow -Reload
Unwieldy -Reload
Languid -Reload
Medium-speed -Reload
Brisk +Reload
Rapid +Reload
Quick +Reload
Swift +Reload
Deft +Reload
Speedy +Reload
Fast +Reload
High-speed +Reload
Super-quick +Reload
Lightning-fast +Reload
Critical Crit +?
Weighted +Damage, +Force, Crit +4%
Shark +Damage, +Force, Crit +6%
Heavy +Force or +Handling or +Force, +Damage, -Handling, Crit +4%
Piranha +Damage, +Force, -Handling, Crit +4%, Bleed out chance
Barbed Bleed 1, Crit +4%
Bleeding Bleed 1, Crit +5%
Naild Bleed 1, +Force, Crit +4%
Bolted Bleed 1, +Force, Crit +4%
Glazed Bleed 2, Crit +4%, Bleed out chance
Razor Bleed 3, Crit +4%
Slash Bleed 3, Crit +4%
Sawdisc Bleed 4, Crit +6%
Explosive Explosion 2
Burning Fire?
Striker Fire 1, Crit +2%
Scorching Fire 1, Crit +4/5%
Phoenix Fire 2, Crit +6%
Pride Impact 1, Crit +1/2%
Impact Impact 1, Crit +4%
Lightning Impact 2, Crit +4%
Magic Wand Impact 3, Crit +4%
Tesla Impact 4, Crit +6%
Detox Poison 1, Crit +1/2%
Paralyzing Poison 1, Crit +4%, Disabling chance
Venom Poison 2, Crit +4%
Toxic Poison 3, Crit +4%, Corrosive chance
Deathstalker Poison 4, Crit +6%
Shock Shock 1, Crit +1/2/4%
High Voltage Shock 2, Crit +4%
Short-Circuit Shock 3, Crit +4%
Old Smoky Shock 4, Crit +6%
There are still a lot of unknowns pertaining to the prefixes. I've seen the burning prefix shown in screenshots, but I'm not sure if they've actually been found and exist within the game or if they were part of the pre-release screens. It is listed on the wiki so I added it, but information on these is scarce. There's also the question of effects on handling as few of these seem to provide their clear effects on it as the critical mods seem to reduce handling and the tiring prefix has been described as doing this as well, but the effect is hard to corroborate.
Best Answer
In my experience, there is no set period of time before the game provides you with an orange-rarity weapon. Across multiple playthroughs I can attest that while the weapon distribution seems random, it generally orients to your character level. At higher character levels your character is more likely to find higher quality weapons in searched containers.
Other than the post you've linked I have not seen any other indicator that weapons are distributed on a timed schedule. If it were true, few players would find more than five orange-tier weapons in a typical playthrough - far less than I've actually collected on playthroughs of my own.
When your character approaches experience levels where they can start regularly finding orange weapons I would claim to find a new one around every 45 to 75 minutes of playtime - a far shorter timeframe than DeathMule states. Regardless, it seems random as I have found two orange-rarity weapons within a ten minute period on more than one occasion.
If you are in search of powerful weapons try making use of skull mods to receive potent developer blueprints, instead.