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Old Mar 25, 2008, 12:11 AM // 00:11   #81
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I got 12 bunnies and 6 eggs in one Vaettir run(60 HM mesmers)
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Old Mar 25, 2008, 05:19 AM // 05:19   #82
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my best i think was 5 or 6 of each in a luxon farm HM
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Old Mar 25, 2008, 07:41 AM // 07:41   #83
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Originally Posted by Washi
yeah, all this stuff in 3 days. It was the most hardcore weekend in my 3y GW history lol. I don't think I'm gonna do it again. I thought I would get more bunnies/eggs though I guess raptors are much much better.

Yeah I hear ya, it was definately the most farming I ever done. 2 hour sessions 3 times a day is too much for me... heh. But I wanted to save myself alot of money and time for treasure hunter. Some people probably didn't sleep or eat all weekend, but that is just non sense. Either that, they use bots for farming raptors and left their computer on all weekend.
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Old Mar 25, 2008, 01:57 PM // 13:57   #84
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I had to move this weekend so I only got in three or four runs. Think my best set was 5 eggs and maybe 7 or 8 bunnies. All told I only wound up with 25 eggs and around 40 bunnies, but on one run I did wind up with 2.5k of merch fodder, a sup vigor, 6 gold idents, a lockpick which I used on a locked chest and didn't break (which produced one of the golds), and a bunch of crafting materials, so I can't complain too much.
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Old Mar 25, 2008, 03:12 PM // 15:12   #85
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Originally Posted by bhavv
Exactly. Prices for farmed sugar / alcohol Items have always been 100g per point which is half the merchant price for as long as I can remember and have been buying them.

At least every year I spent everything I had on sweets / booze at 100g per point. People that pay 300g per bunny probably do so because it is a bit cheaper the at the merchant, but they really should be half price.

I guess people that are new to the game dont realise this.

Red Bean Cake from merchant = 400g for 2 point = 200g for one point.

Half that = 100g per point, which is EXACTLY how much I will pay people for their sweets. I got several stacks of 50k worth of booze and sweets last year based on this pricing, and there is always someone in LA or Kamadan selling them at 100g per point.

Oh yea, at every factions event players sell red bean cakes for 200g and creme brulees for 300g.
As time passes by people in this game are getting more and more greedy - sad really but people are selling as high as 390g per bunny claiming you still save 10g per bunny so its worth it. (sigh)

I'd rather farm myself or buy from the NPC merchants at 400g per than buy from people like that.

I did notice that a number of people selling for higher prices were also buying at the lower prices - so they are power selling maybe?

either way I was surprised at how much people were trying to charge

I did manage to pick up a stack of each from farming and bought some eggs at a decent price yesterday

Last edited by Ouchie; Mar 25, 2008 at 03:15 PM // 15:15..
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Old Mar 25, 2008, 05:55 PM // 17:55   #86
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I think prices went up a bit, because GW2 is coming closer, and people want those titles
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Old Mar 25, 2008, 11:19 PM // 23:19   #87
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Originally Posted by tmakinen
Actually, it is a well known fact that the way you kill monsters (how many at a time and at which rate) has everything to do with how many drops you receive. When solo farming gargoyle skulls before last Wintersday I learned to adjust my farming run so that 100% of killed gargoyles dropped their loot
This --> http://www.guildwarsguru.com/forum/s...t=10225077says otherwsie and provided proof
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Old Mar 26, 2008, 06:09 AM // 06:09   #88
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This --> http://www.guildwarsguru.com/forum/s...php?t=10225077 says otherwsie and provided proof
Actually, it doesn't prove anything of the sort. What it does prove is that you get a private seed when entering an instance, and that the seed is based on the time stamp of the creation of the instance.

To examine the issue, we must first remove from the given drop lists those items that are exempt from loot scaling. These are:
  • tomes
  • scrolls
  • dyes
  • rare crafting materials
  • rares
  • greens
  • festival items
If two players get the exactly same set of drops of these exempt items during a synchronized run that's good evidence for them having the same seed for their respective instances. Now, if the way monsters are killed doesn't affect LS the rest of the drops should be identical as well but guess what, they weren't. The explanation of 'nearly but not quite exact sync' doesn't hold water as anybody who understands how PRNGs work can immediately tell you (example: here's a short series of bytes with a certain seed1: 87, 103, 78, 210 and here's another series with seed2 = seed1 + 1: 229, 142, 196, 150 q.e.d.)

Fahranur is not a good testing ground because the max team size is 4 and thus the LS effect is minimal (conversely, it makes a good farming ground for that specific reason). Furthermore, the SoJ and SV runs most likely took about the same amount of time, and since LS depends on the killing rate, the visible effect would have been minimal as well. However, I can't see any table of drops vs. killing time as measured from the moment of creation of the instance, and hence I can't see any proof either. On the contrary, I see good evidence of the way LS effect works (and I also have a Ph.D. in theoretical physics so I'm not a complete stranger to deducing how unseen mechanisms work based on their outcome ).
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Old Mar 26, 2008, 06:40 AM // 06:40   #89
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Anti-farming Code kicks in if lots of monsters are killed <simultaneously>.

Kill them even a split second apart, and you will get your drops.

Example: raptor farming, use an AOE spell to kill 20-30 enemies at once = less drops

let them die of burning from bed of coals = more drops

I tested this repeatedly this weekend and always got the same results.
(farmed 1000+ bunnies and 1000+ eggs)
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Old Mar 28, 2008, 05:23 AM // 05:23   #90
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Quote:
Originally Posted by tmakinen
Actually, it doesn't prove anything of the sort. What it does prove is that you get a private seed when entering an instance, and that the seed is based on the time stamp of the creation of the instance.

To examine the issue, we must first remove from the given drop lists those items that are exempt from loot scaling. These are:
  • tomes
  • scrolls
  • dyes
  • rare crafting materials
  • rares
  • greens
  • festival items
If two players get the exactly same set of drops of these exempt items during a synchronized run that's good evidence for them having the same seed for their respective instances. Now, if the way monsters are killed doesn't affect LS the rest of the drops should be identical as well but guess what, they weren't. The explanation of 'nearly but not quite exact sync' doesn't hold water as anybody who understands how PRNGs work can immediately tell you (example: here's a short series of bytes with a certain seed1: 87, 103, 78, 210 and here's another series with seed2 = seed1 + 1: 229, 142, 196, 150 q.e.d.)

Fahranur is not a good testing ground because the max team size is 4 and thus the LS effect is minimal (conversely, it makes a good farming ground for that specific reason). Furthermore, the SoJ and SV runs most likely took about the same amount of time, and since LS depends on the killing rate, the visible effect would have been minimal as well. However, I can't see any table of drops vs. killing time as measured from the moment of creation of the instance, and hence I can't see any proof either. On the contrary, I see good evidence of the way LS effect works (and I also have a Ph.D. in theoretical physics so I'm not a complete stranger to deducing how unseen mechanisms work based on their outcome ).
You stated that you drops are determined on your killing method (aoe and quick kills=smaller drops, singular kills=better drops) I said no. The thread says its based on a time stamp and you agree with that, so yes it does prove my point. Your "well known fact" is incorrect. I also said that the way you kill monsters doesn't have anything to do with loot scaling, which it doesn't. Loot scaling just divides common and uncommon rarity items, collectable drops, gold, common crafting materials between the party. I fail to see anything about the speed of your kills in the loot scaling description.

Last edited by Mr. Undisclosed; Mar 28, 2008 at 05:27 AM // 05:27..
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Old Mar 28, 2008, 06:17 AM // 06:17   #91
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Um. What loot monsters carry is completely determined at the creation of the instance. Which subset of those you get by killing the monsters is determined by loot scaling. If killing method didn't affect the outcome the two sets of drops would be identical. They are not, hence LS depends on the killing method. Q.E.D.
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Old Mar 28, 2008, 06:30 AM // 06:30   #92
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I understand now what you're saying about the kill method, still don't see what LS has to do with it though.
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Old Mar 28, 2008, 07:08 AM // 07:08   #93
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Loot Scaling is like a small invisible lolcat sitting in ur instanzes steeling ur loot It is taught to disregard some stuff like rares but every time money, whites or collectable items would drop the LScat may say "oh no you don't" and steal the drop before you see it.

Basically, whether the LScat steals the drop or not is random, and it depends on how many people there are in the party and what is the maximal party size. But it also depends on how monsters are killed in the following way: the faster you kill things and the more valuable the drops are the greedier the LScat becomes and steals a larger percentage of the drops. At one extreme, if you kill slowly enough the LScat will feel pity for you and lets you keep all the drops even if you're soloing. At the other extreme, if you kill a huge mob of monsters in one strike, it doesn't matter if there are 10 or 50 monsters in the mob, you'll only get the first 3 drops and the LScat steals all the rest.

Since it most likely took approximately the same time for the SoJ and SV runs, the overall number of drops was about the same for both. The differences were caused by different pacing of kills by different methods (SV kills at a steady rate, SoJ is more sporadic but still not instantaneous).
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Old Mar 28, 2008, 10:10 PM // 22:10   #94
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Thanks for putting it into terms I can understand but I still have never seen anyone else say lootscaling effects your drops based on speed of kills as well as party size.

I know its not the be all end all answer but wiki doesn't say anything about speed either http://wiki.guildwars.com/wiki/Loot_scaling
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