# Template:Disassembly/FAQ

## Contents

- 1 General
- 2 Chances

## General[edit source]

### What is disassembly category?[edit source]

The disassembly category is the group that the item belongs to. Categories determine what materials the item can give when disassembled. For example, magic shortbow is part of the shortbows category; everything in the shortbows category gives stave, tensile, and flexible often, and precise and dextrous rarely.

### What does returned items mean?[edit source]

Some items, upon disassembly, give an item back. These items are listed below this header.

### What does 'not 100%' mean?[edit source]

Some special materials are not always given when disassembling the item. Items which always give a special material state "100%" in the header, and items where the special material is not guaranteed (but we don't know the actual chance) state "not 100%".

### What does the 'OR' mean in the special materials?[edit source]

Some items, instead of giving or not giving a special material, will give one special material out of a few. They usually always give a special material, but which one of the list they give is random.

## Chances[edit source]

### What are the percentages next to the material names?[edit source]

These are the raw percentage chances of getting this material from one non-junk roll. In summary, when an item is disassembled:

- For each possible material (the material count in the infobox)
- Roll against junk chance; if junk is given, skip the next step
- Roll against the material distribution and give the relevant material

The material distribution is the chances listed.

### What are the numbers next to special materials?[edit source]

These are the chances of getting this special material by disassembling the item. You can switch between an a/b fraction, a 1/x fraction, or a percentage using the selector at the top of the window opened by the 'details' button.

The special material cell can contain 4 distinct values:

**100%**: the material is guaranteed to be received when disassembling the item: the material is not guaranteed, and the chance to get it is*X*%*X*% per disassembly - see below for more info on apply this**not 100%**: the material is not guaranteed, but we do not have enough data to give any other chance**Unknown**: it is not known whether the material is guaranteed or not

### The percentages are missing![edit source]

If the percentages are missing (from either or both of the normal materials or the special materials) it means that we don't have enough data to get an actual distribution. If you want to help, you can submit it here.

### Where did the material distribution data come from?[edit source]

The data was primarily sourced from the disassembly data project. The analysis and submissions can be seen here, and the data for the template can be seen here. If you want additional help or a walkthrough of how the project was done, contact Gaz Lloyd. Special thanks if you submitted data to the project!

### How do I apply these percentages? If I disassembled 1000 of this item, what would I get?[edit source]

*Remember that all numbers derived from these percentages are***expected values**and not guaranteed. Variance is likely.

The easiest way to do this is with the on-page calculator, which gives the per-100, per-custom, and per-hour expected number of materials, as well as a cost if possible.

#### Normal materials[edit source]

If we define some variables as follows:

- as your actual junk chance (includes your junk reduction - use analyse or the lookup table on the item's page), as a decimal (i.e. 30% = 0.3)
- as how many materials the item gives when disassembled
- as how many you plan to disassemble
- as the raw chance (as listed in the table) for the specified material as a decimal (i.e. 30% = 0.3)
- as the amount of material you get

We want to know how many of the material we're going to get, so is the unknown. To find it we use:

- Example

A rune platebody has the following info:

- With no junk reduction, it has a 45% junk chance, so
- It gives 8 materials, so
- For this example, let's disassemble 1000, so
- The chances are as follows:
- Cover parts: 35% ()
- Plated parts: 30% ()
- Deflecting parts: 30% ()
- Strong parts: 3% ()
- Protective parts: 2% ()

Thus, for cover parts, we'd calculate the following:

So you should expect around 1540 cover parts from disassembling 1000 rune platebodies with no junk reduction.

The expected other materials are:

- Plated: 1320
- Deflecting: 1320
- Strong: 132
- Protective: 88

#### Working backwards[edit source]

Instead of seeing what you would get, instead you want to get, say, 100 Protective components: how many rune platebodies would you need to disassemble?

Now, is the unknown and we've set . This rearranges the above formula to:

Using the above data:

Thus you should expect to need to disassemble 1137 rune platebodies to get 100 protective components with no junk reduction.

#### Special materials[edit source]

Special materials are independant of junk chance and material number. So, using the notation from above, we eliminate and :

Or, for working backwards: