@Fruit Thank you again!
I got either Case 4 or Case 5 judging by the Short Spear appearance. But this does not shed any extra light to my hypothesis, unfortunately.
The master seed, usually dubbed "game seed", is the fuel for randomness, and even the map seed is created from (seeded by) this game seed. This game seed is what RTB would've been referring to; a number that is generated by some formula, and as input/seeds it takes a few timers...
...Now, besides generating the map seed, the game seed also generates an "object seed", which is used for a bunch of object-related stuff (mostly initializing certain object types), though in most cases it is the game seed that generates the initial/starting seed for a unit (player, monster, missile, item). Then, whenever a unit needs a random roll done, it is usually its own seed that fuels the random roll; think of things like the to_hit formula, damage rolls, AI checks for monsters, item drops, etc. (Missiles sometimes use the seed of their source rather than their own seed, for example for the to_hit roll.)...
...Now, the famous limited seed of chests is generated/seeded by this "object seed" that I mentioned. This means that on your way to your sparklychest, everything that uses this object seed will end up playing a role in what seed the sparklychest ultimately ends up with. The random roll of 10,000 also is seeded by this object seed...
... it is pseudo-randomness after all, and therefore it is possible that there is a certain bias towards (a) certain sparklychest case(s). This does not seem likely to me, but I wouldn't just trust my own gut feeling on this.
Now, If I understood everything correctly, the algorithm for Zod rune is the following:
Game seed generates the Object seed when I enter the game. This Object seed constantly updates while I am running towards the chest and stops at Object seed #27589 (a lucky one!) when I hit the chest. This Seed generates its own random roll that determines which of 10,000 is chosen to determine the Case for the forthcoming Zod (and this roll is independent from the chest: thus, there is no difference for Abaddon, PoA or IP for this procedure, right?). Then all items are being dropped according to the chosen Case.
So, the total pattern count for Gul+ HRs from the SparklyChests Act 5 is 45+68+54+48=215.
The total Object seed count for Gul+ HRs from the SparklyChests Act 5 is 68 (the maximum for Case 4: all other Cases are being included, is that a correct assumption?)
Therefore, there are 2 KEY processes: firstly, the choice of an Object Seed #27589 which results in Zod, and secondly, the Case scenario roll, which appears not to matter for Zod but might be crucial for other HRs that are present in Case 4 and are absent in some other Cases!
This means that we have 68 Gul+ outcomes out of 65,536 possibilities at the first step, and then part of these positive outcomes will be discarded IF NOT Case 4 is chosen. (This means that most of other units stay unchanged - since it is the same seed after all - but the position of the corresponding HR is being removed from the list in a particular Case; thus, "discarding" this pattern).
So, if the above understanding is correct, the math should look like this:
For Zod: 1 out of 65,536
For Cham: 3/65,536 - 12%*2/65,536 - 30%*1/65,536 - 38%*2/65,536 = 1.7/65,536 = 0.0026 %
This is an identical mathematical operation to what was done earlier (in the table) adapted to the "timing" and "logic" of the RNG procedure after Fruit's explanations.
Please, correct me, if I am wrong!