Jun 28, 2008, 03:46 AM // 03:46
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#101
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Desert Nomad
Join Date: Jan 2006
Location: ManitobaShipyards Refit and Repair Station
Guild: (SFC)Star Fleet Command,(TDE)The Daggerfall elite,(SOoM)Secret order of Magi
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Quote:
Originally Posted by Fay Vert
You were made to look pretty silly in that thread of yours, and you are making yourself look pretty silly here now.
You took the gospel according to Gaile, did some crude maths of 2*100/8, sprinkled in a little bit of exception list and come up with a figure that "proves" your world is round. So you arrived at a figure 24%-28% for drops in an 8 man area. Or 32%-40% for a 6 man area. Bravo, we can all do that sum, and it proves nothing because its based on wrong information.
Now comes the tricky part. How do go from those figures to achiving a consistant and reproducable drop rate of over 70%? Do you think randomness would make up the massive difference? If I make 100 kills and your maths tells me I should get 40 drops, what is the chance that I could do a run and get 70 drops? What is the chance that I can get 70 drops ten runs in a row?
Your numbers don't work. Your numbers are based on the false information reported by Gaile, that is why they don't work. Add to that the factor that you can go to an area and kill in a different way that results in far fewer drops, fewer even than your figures suggest and the whole thing is obviously wrong. Okay, I know you say that the lower drop rate is caused by a bug, but that doesn't explain the higher drop rate.
And if you want to go by the official report from ANet as to how its working, why won't you accept what they say when the announced that loot scaling is working exactly as intended, that there is no bug, its just loot scaling.
I believe that ANet are correct in saying it is working as they intended, but that is very different to working as they explained it. It IS based on rate of kill and no basic maths based on Gailes explanation is going to come anywhere near demonstrating reality.
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Silly. HAHA real funny. To bad once people actualy stop and see whats actually going on you'll find Im dead on.
First it is not Gailes explanation, so stop right there. It is the explanation from the Devs themselves. So go back and do alittle more testing with percentages. Those pictures you keep trying to claim is from a 4 man area.
Your chances of getting those drop runs in a row, since the chance of drops are themselves not cumalitve the chances are the same each time you kill something the same as it is with keys.
Go ahead keep thinking what you want. I know the truth, I've shown it and everyone else has posted anything has also shown it. Its there.
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Jun 28, 2008, 06:32 AM // 06:32
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#102
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Jungle Guide
Join Date: May 2006
Guild: The Seraphim Knights [TSK]
Profession: E/A
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Learn about rate throttling here:
http://www.guildwarsguru.com/forum/s....php?p=4072848
Pretty interesting stuff.
So you get more drops if you kill a number of monsters over time, and the number of drops are throttled through loot scaling only if they have higher values (say, merch value of 50g or more).
Now, combine that with what we know about monster-drop assignments in this thread:
http://www.guildwarsguru.com/forum/s...php?t=10225077
That basically says that what drops from what monsters is defined when you enter a zone. Even on solos. You enter a zone, and as soon as the instance exists, the game has already designated what drops you will come across.
This means that I do the raptor farm over and over, and the "slot machine lever" is already pulled when I enter the instance on if I'm going to get a gold or not, even if I'm solo.
Here's where my theory kicks in:
Anet has designed the system so that the best, fastest way to make money is to sell to other players, directly (7 unids for 5k) or indirectly (material traders). Gold weapons are declared to be exempt from loot scaling, which I would assume is actually all forms of loot scaling, being both party and kill-rate. I don't have evidence to support that, but I'd assume that in your runs, you didn't encounter many gold weapon drops (and to be able to plot a trend regarding gold drops would need a very large sample size, and a larger mob pull would help too).
My theory is that it is still always best to run a fast, simple run and kill as many monsters as you can, as fast as you can, because the gold drops and rare materials will always be there to collect.
So what does this mean for the OP?
Quote:
Originally Posted by mazza558
-Does loot scaling gradually decrease as people kill more enemies in the explorable/mission?
Definitely NO
-Is loot scaling affected by the speed of using skills and the speed of kills?
YES - you get more drops if you kill enemies over a period of time instead of all at once.
-Is loot scaling affected by the type of skills? Do you get more drops if you use attack skills? AoE? Skills that kill one at a time ([sliver armor]) or all at once ([inferno])?
Definitely NO
-Is loot scaling reduced if you barely survive with your build, or when you're at full health all the time?
Definitely NO
-Do higher level enemies really drop better stuff? Do level 28s beat level 24s in terms of the chance of gold drops?
YES
-Does Hard Mode really make a difference?
YES - triple rare drops and higher level mobs mean better quality of drops
-Do locations which require lots of traveling beforehand give you better drops?
Definitely NO
-Why are some locations with enemies of the same level still have different quantities of drops?
Random Chance in a small base sample
-Is loot scaling affected by how you use your character? Do characters dedicated to farming get worse drops than general PvE characters?
Definitely NO
-Will playing PvP or a long PvE mission improve drops if you then return to farming?
Definitely NO
-Does farming on different server matters to loot drops?
Definitely NO
-Does favor effect drops in an area that needs favor to go in?
Definitely NO
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Last edited by Skye Marin; Jun 28, 2008 at 06:41 AM // 06:41..
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Jun 28, 2008, 12:43 PM // 12:43
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#103
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Desert Nomad
Join Date: Apr 2006
Profession: R/
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Quote:
Originally Posted by manitoba1073
Go ahead keep thinking what you want. I know the truth, I've shown it and everyone else has posted anything has also shown it. Its there.
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Do you work for ANet, or are you just 9 years old?
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Jun 28, 2008, 07:16 PM // 19:16
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#104
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Desert Nomad
Join Date: Jan 2006
Location: ManitobaShipyards Refit and Repair Station
Guild: (SFC)Star Fleet Command,(TDE)The Daggerfall elite,(SOoM)Secret order of Magi
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Quote:
Originally Posted by Fay Vert
Do you work for ANet, or are you just 9 years old?
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Dont have to work for Anet(remember I know the PRE-SEAR BUNNY). As I've said before its almost identicle to a loot code I had written before for my own game I was making. It has the same flaws so it was easier to see the problems. That and common sense would help.
But if you must know Im 35. Though I am reconsidering what you said your background in math was.
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Jun 28, 2008, 07:38 PM // 19:38
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#105
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Frost Gate Guardian
Join Date: Apr 2007
Profession: Rt/
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Quote:
Originally Posted by manitoba1073
Silly. HAHA real funny. To bad once people actualy stop and see whats actually going on you'll find Im dead on.
First it is not Gailes explanation, so stop right there. It is the explanation from the Devs themselves. So go back and do alittle more testing with percentages. Those pictures you keep trying to claim is from a 4 man area.
Your chances of getting those drop runs in a row, since the chance of drops are themselves not cumalitve the chances are the same each time you kill something the same as it is with keys.
Go ahead keep thinking what you want. I know the truth, I've shown it and everyone else has posted anything has also shown it. Its there.
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Are you blind? can you not see.
I suggest you get an opinion of your own based on your own observations. It is astoundingly/ridiculously obvious that LS is not working as described by Gaile or the Devs.
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