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#61 slipknot84

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Posted 11 February 2011 - 17:17

are we getting some legendary creatures in the caves so we can test the new increased extremely low drop rates?

#62 hades8840

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Posted 11 February 2011 - 17:18

We've increased the drop rate of all creatures with extremely low drop rates (less than 1%).


really as there just as crap just dropped another 10 million yep i did get more drops 51 compared with 37 b4 but out of that was 2 ew1500 1 ub190 2 slayer pots and 1 fi800 1 mortar and pestle pot rest was junk

#63 Leos3000

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Posted 11 February 2011 - 17:19

Hoof with the drop rate being changed dramatically now, is there any chance the costs of scavenging could be looked at to somewhat off set this as well?

drop rate was decreased by a factor of 10, maybe lower the costs to find the creatures of a factor of 5, so you can still gamble at the caves with some hope?

#64 yourghost

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Posted 11 February 2011 - 17:19

so the percentage applies to the drop and not the creature? meaning 9-piece sets would have a .18% chance?

#65 fs_anaflaxya

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Posted 11 February 2011 - 17:20

My guildmate suggested that since the cows are nerfing FI rate to where it 'should' be, and that the cows are releasing buffs just after the ides of March, that the cows might want to consider creating a specialized FI series, such as FI for SE, FI for LE, FI for scavenging, etc. I thought there was merit to this, so I am passing it along. It would also allow for additional buffs lower down in the skill tree, and thusly more places for players to allocate points, so that EOC players (or any player really) could not have every useful buff and would have to specialize, or concentrate their magics in one area.

#66 RJEM

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Posted 11 February 2011 - 17:24

so the percentage applies to the drop and not the creature? meaning 9-piece sets would have a .18% chance?


Each drop has an associated '% chance' in the Ultimate Guide. For that drop, FI 1000 will double the chance of getting it, from 1 to 2 % or 0.1 to 0.2 %.

For a creature with multiple items the total drop rate is just the sum of the individual ones, so a 9 piece set with 1% per piece would suggest the creature dropped an item 9% of the time, or 18% of the time with FI 1000.

For each set/creature the drop rates are different, but you can work out the expected drop rate pretty easily from that information :)

#67 yourghost

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Posted 11 February 2011 - 17:27

btw, i got that percentage from frost dragon :P

#68 feonix13

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Posted 11 February 2011 - 17:28

Looking at the SE board, since this release there have been NO non resource (the resources were hunted using RF) drops for any SEs. Also a member of my guild has been hunting an elite and not gotten a single drop. I would have to agree that this "fix" was actually just a break.

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#69 yourghost

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Posted 11 February 2011 - 17:29

plus, the way the skill reads, FI gives an increase in the CREATURE'S current drop rate, which is why i thought the percentages listed in the official guide were the chance to get a drop from that creature.

#70 Mgh2005

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Posted 11 February 2011 - 17:29

btw, i got that percentage from frost dragon :P



Hoofmaster wrote:
We've increased the drop rate of all creatures with extremely low drop rates (less than 1%).

So that means its increased but dunno by how much atleast.

#71 RJEM

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Posted 11 February 2011 - 17:30

btw, i got that percentage from frost dragon :P


Some of the drop rates are very low - but that was partially due to them being in-realm events where you could kill hundreds or thousands of them easily, so they needed to be low to prevent saturation of the market.

Frost Dragon in the world would have ~ 3.24% chance of dropping now - hopefully in the caves that will be boosted a little because you don't meet one every time you scavenge :)

From my research the drop rate for the creature is separate for each item and then added up.

#72 RJEM

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Posted 11 February 2011 - 17:33

Looking at the SE board, since this release there have been NO non resource (the resources were hunted using RF) drops for any SEs. Also a member of my guild has been hunting an elite and not gotten a single drop. I would have to agree that this "fix" was actually just a break.


How many elites have they killed? The drop rate for most is quite low, so even with FI 1000 active you shouldn't be expecting aa drop every kill (in truth, you never should have).

Flaming Baron should be dropping about once every 5 kills now, rather than being guaranteed (as an example)

#73 feonix13

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Posted 11 February 2011 - 17:37

He was hkilling Master Shu Zi (Elite) who, according to the FS guide, should have a 2% drop rate per item.

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#74 RJEM

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Posted 11 February 2011 - 17:40

He was hkilling Master Shu Zi (Elite) who, according to the FS guide, should have a 2% drop rate per item.


So 12% overall, with FI 1000. If they've killed 10 elites there is still a 27% chance they wouldn't have got a drop using FI1000. Once you reach 25 or so without any drops at all there might be an issue.

Let me know.

#75 yourghost

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Posted 11 February 2011 - 17:40

So, by your research, a separate roll is done for each item a creature can drop until the roll succeeds in giving a drop? Seems a terribly inefficient way to do it, and might be a significant part of the reason there was lag in land-based events. Say frost dragon was out, and 1k players were hitting it. Each player got 4 kills every time it spawned. That would be 36k rolls every spawn (1k players x 4 kills x 9 different drops), compared to 4k rolls to see if a drop was given by the creature, plus (if everyone was using fi1k) another 8 rolls on average to see which drop it was.

#76 RJEM

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Posted 11 February 2011 - 17:42

So, by your research, a separate roll is done for each item a creature can drop until the roll succeeds in giving a drop? Seems a terribly inefficient way to do it, and might be a significant part of the reason there was lag in land-based events. Say frost dragon was out, and 1k players were hitting it. Each player got 4 kills every time it spawned. That would be 36k rolls every spawn (1k players x 4 kills x 9 different drops), compared to 4k rolls to see if a drop was given by the creature, plus (if everyone was using fi1k) another 8 rolls on average to see which drop it was.


No - not like that! There is one roll for a drop, and then one for the type if successful.

It's done on a per creature basis - but the drop rate for the creature is the drop rate for all the items added up together - so for Leos example the drop rate overall would be about 0.5%, with a 1/3 chance of getting each of the drops.

#77 kKo

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Posted 11 February 2011 - 17:43

Wouldn't it easier to just put FI back to what it was..

Because if you..

.. inrease FI 'power' back to normal, it takes couple minutes probably

.. are going to change drop rate of all ~9k items ( well yeah couple are recources and quest items but anyway ) , have nice couple weeks! :D

So I guess that first option is a bit faster way.. :)

#78 dowuones

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Posted 11 February 2011 - 17:45

Hoof sorry, but instead of tweaking drop rates according to feedback, and then tweaking it again (and again), wouldnt it much better (and simplier) to have the skill desctiption changed? If you want something rare consider lowering drop rate for future items.

Also there are hundreds of missing data in UFSG already, now we will also have wrong data :|

#79 jsustin212

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Posted 11 February 2011 - 18:03

drop rate is killing me me, even the junk in the caves isnt dropping for me

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#80 Dulcharn

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Posted 11 February 2011 - 18:07

This also means that the long antagonising quests will become even longer and even more antagonising than before. What a nightmare. I thought this game was supposed to be fun?


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