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Post by womble on Aug 27, 2014 7:46:29 GMT
Lets say you drop rare, 1 from 1000 kills. 2000 kills you Should have gotten 2 drop(rares). You have 1 star fortune for example 1star(remembering from jpwiki not correctly though value is not what i say) +0.5% drop rate It could go like the amount of kills decreases by 0.5% so 1/1000 changes to 1/950. Now with books. +50 rate +25 rate X2 book Drop rate+50% book =125(by books itself,i dunno how much 0.5% is from this one star fortune given as example) Could it be like a drop from 125/950 Or 1/825? Include guild bonus+tix+curonnes+jar(+100% for example lol) % 125+100% rate atm =250 250/950 Or 1/700 All theories and thats what we r tryna figure out here. Good timekilling too. Via Tapatalk, try it It wouldnt really matter. Simple math with the booksagainst using crit base puts u somewherr arounf 35%. Im sure mili will troll this rather than contribute something useful, The important thing is this: that percent you reach. Wheter its 10 or 100% is you chance to try for the rare. This does not give you the rare. This gives you the chance to roll for the rare. Ie: you and ur buddy are across the table from eachother. You made your whatever % chance at a rare. This lets you sit there. Iruna deva dictate the chance and getting that rare. So if ganei is 1 in 100,000 chance. Ur buddys got 100,000 cups lined up. Under one is an xtal. Ur books ur jar. Ur curones. Ur fortune. They only get u to that table. U still got 100,000 cups to find that xtal. And u only get one chance. THATS how it works. What im asking the player base, is how do we get it so we are always at that table. Instead of getting kicked out before we set foot in the door. Ya with me?
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Post by godofafro on Aug 27, 2014 7:46:49 GMT
My post assumes we uses rare drop rate +50
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Post by womble on Aug 27, 2014 7:48:59 GMT
Easy mode: You have a 34.9% chance based on made up numbers to try an get a who knows what kinda chance the devs programmed in to get a koda or ganei xtal using attitudes example. Make sense? Hope so. The dev writes drop rates In fractions, not In percentages. You will Insist that you are not flawed. Are you really that freaking dense? You cant convert a percent to a fraction? Please. Stop trolling and being a moron an be productive. Stop trolling and contribute or gtfo.
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Post by Att1tude on Aug 27, 2014 8:11:04 GMT
I once were farming roar xtal, some books for 2 hrs i got 6 hth3's(which is rare) and one roar xtal. Based on that experience only, yea there was an rare under the cup. Just amount of the all cups were smaller. Via Tapatalk, try it
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Post by Eris on Aug 27, 2014 8:14:28 GMT
The point. Is whats our base on drop and rare drop so we can mix and match books with our sets to maximize the chances of getting what we want. Whats the combo? Unsure of what the best combination is (of books). I can say though, that books are not sold separately. They're in raffles. You'll be spending loads of coins just to get the particular book you wanted. You can use a Currone/Jar/Fortune set because it still is helpful, but the bonus rate added is still only slight. They limit numbers for a reason to encourage you to purchase more of their products. That's how everything is managed, I guess? If you purchase their Tickets however, you'll see a dramatic change. Pretty obvious. You get what you pay for. Free players, we're doomed to farm everything at the specific set values and variables we're given. 3 Tix, Currone's/Jar/(Fortune Optional)/(Book Optional). See what happens.
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Post by MiLiGRiTo on Aug 27, 2014 8:23:05 GMT
The dev writes drop rates In fractions, not In percentages. You will Insist that you are not flawed. Are you really that freaking dense? You cant convert a percent to a fraction? Please. Stop trolling and being a moron an be productive. Stop trolling and contribute or gtfo. Everybody here uses fractions and understands why It is like that when we talk of drop rates. except for you who insists in percentages. this Is why i try to Insinuate the math basics before you get more confused. you need to learn how to stand before learning how to walk.
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Post by crazybrker on Aug 27, 2014 13:24:23 GMT
Let's see, where to start. From what im seeing (these are aproximations may be off by +-.923711%, don't kill me)
Yes you can use fractions or percent, you can also scale the numerators and keep the denominators... yada yada yada... Xtals 1/3000 = 0.03% gear 1/300 = .33% uncommon 1/25 = 25% common 3/4 = 75%
^Seems pretty fair from my personal experiences only.
Ok right off the bat, full tickets can give you +45% better drop rate. So take gear for example (.3%) it isn't .3%+45% because you definitely are not getting rare 45.3% of the time. It is likely 1% * 45% so 1.45% chance that seems more realistic. Increase drops probably relates to common and uncommon. While increased rares is for xtals and gear.
Math: Drop rate = InitialDropRate + (InitialDropRate * (DropRateBoost%/100)) So if you can stack books to get +300% and we are talking about an xtal 1/3000 Then 1/3000 + (1/3000 * (300/100)) 1/3000 + (1/3000 * 3) 1/3000 + 3/3000 4/3000
So yea an unheard of boost of 300% to rare drops will still only get you 4 xtals per 3000 or 1/750
Other factors are that most items probably have their own set (GM adjusted drop rate) Example: I can kill shojo solo 3000 times and get 10+ bows but I kill Schilngel solo 2000 times and get 1 exelis. Drop rates are higher in parties as well. No idea on by how much, but most people see increases. I'm, sure that sums it up. Last NS vs S. If you do get a gear I'm guessing that has a separate calculation 1/5 chance for slot. Thats how i'd program it anyways.
It's mathematics B!$%# !
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