Cloud Of Darkness HTBF |
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Cloud of Darkness HTBF
I've always understood TH to only impact whether a slot appears or not. Shared drop distributions being unaffected. Honestly, this makes the most sense. Impacting distribution within slots just seems like a can of worms that doesn't make sense to open.
More than anything it sounds like something that would be more complex to implement in their code, but then again who knows?
Say TH does help it would mean that mask would need to be something like this with TH0 since the value would always have to be from SE's chart of TH and because we would assume higher drop rates on harder difficulties.
VE = 0.5% E = 1% N = 5% D = 10% VD = 15% The 10/15% with TH0 seems unlikely though so it can't be TH based. Phoenix.Michelob said: » I've always understood TH to only impact whether a slot appears or not. Shared drop distributing being unaffected. Honestly, this makes the most sense. Impacting distribution within slots just seems like a can of worms that doesn't make sense to open. Alls I know is that my character's face remains painfully uncovered. I can't chase Mario properly until this thing drops.
The problem with TH is that it should always "work". But player experience has shown from too much of us that it appears to not make any demonstrable difference whether we apply it or not in certain situations. Yeah, I could be eyeballing it incorrectly and just not understanding the data or whatever, but too many people experienced the same, are we all crazy? It would be obvious by now after all this time whether it truly was effecting drops the way we think it should be.
Now as people have said both jokingly and seriously, there's no reason not to apply TH in Cloud of Darkness (or anywhere else for that matter), because why not, takes 2 seconds, bring a THF, impacts clear rate zero, so apply it anyways. But 300+ (logged) Shinryu VD runs with no armor/weapons with at least TH4 (at least 140~ as THF during glitch applying TH8+) have shown me firsthand proof that TH can't really be making a difference in the way I feel it should be working. And I have to assume HTBFs since Selbina ones are all coded with the same drop mechanics. Yeah, well. Migawari doesn't always work. Geomancy doesn't always work. Sometimes there's this wall and sometimes there's that wall. TH doesn't always work either.
Hurray for secret ***. As an aside; we all love to show "the chart" for TH, forgetting that those are base rates there's nothing that says they can't add secret multipliers on top. (x2 x5 x.1 because *** you why not) You already know there's multipliers in place going from VE to VD K123 said: » Say TH does help it would mean that mask would need to be something like this with TH0 since the value would always have to be from SE's chart of TH and because we would assume higher drop rates on harder difficulties. VE = 0.5% E = 1% N = 5% D = 10% VD = 15% The 10/15% with TH0 seems unlikely though so it can't be TH based. Quote: Urmahlullu: Sorted in random order: 35% chance of Onca Suit -> 35% chance of Skormoth Mask -> 35% chance of Eschan Stone -> Chastisers 1%. Whichever item is last is guaranteed. 50% chance of Vulcanite Ore Sorted in random order: 35% chance of Onca Suit -> 35% chance of Skormoth Mask -> 35% chance of Eschan Stone -> Chastisers 1% 5 slots, 25% chance to drop Eschalixir+1 If that doesn't roll, 100% chance to drop an Eschalixir 100% chance to drop eschalixir+2 50% chance to drop eschalixir+2 Using the numbers above, presuming the above rules and stipulations, heres how the Chasties numbers should look like after 1000 kills with equal distribution among random sorting of the four items 250 kills at slot 1: 250*0.01 = 2.5 drops, rest dont matter 250 kills at slot 2: Item 1 = 250*0.35 = 87.5. Chasties = (250-87)*0.01 = 1.36 250 kills in slot 3: Item 1 = 87. Item 2 = (250-87)*0.35 = 57. Chasties = (250-87-57)*0.01 = 1.06 250 kills in slot 4 (the guaranteed slot when first 3 rolls fail): (250-87-57)*0.35 = 37. 250-(87-57-37) = 69 Chasties by default of the previous lost rolls on the slot. Presuming I made no mistakes, these numbers suggest that the player will get 73 Chasties in 1000 fights. But more importantly, it suggests that the absolute biggest drop rate factor is the drop slot randomizer where landing in the default fourth slot will grant you 14x the drop rate compared to the other 3 slots. Now, how does TH factor in with this system? You cant just raise the drop rate of Chasties and leave everything else alone. Lets give the 35% items a 1.5x bump, and the 1% a whooping 2x bump, so 52.5% and 2% 250 kills at slot 1: 250*0.02 = 5 drops, rest dont matter 250 kills at slot 2: Item 1 = 250*0.525 = 131. Chasties = (250-131)*0.02 = 2.38 250 kills in slot 3: Item 1 = 131. Item 2 = (250-131)*0.525 = 62. (250-131-62)*0.02 = 1.15 250 kills in slot 4 (the guaranteed slot when first 3 rolls fail): (250-131-62)*0.525 = 29. 250-(131-62-29) = 28 Chasties by default of the previous lost rolls on the slot. A total of 36.53 Chasties in 1000 kills. Introducing TH lowers the drop rate of the prized item. You're increasing the chances of getting the other items when they last in slots 1/2/3, which leaves less chances for the items to be won when they land in the later slots. Look, Maybe thats how it actually works, and you're being punished for using TH, because we've all felt that way at a times with the stupid trait. But I highly doubt it because it is such an overly complex system that serves no purpose. Realistically, the only way to get a decent idea of if TH affects drop slots with multiple items would be to conduct a moderate sample size with and without TH, and there are very few targets this can be done on with minimal nuisance. See? People do actually like to do math.
Carbuncle.Nynja said: » K123 said: » Say TH does help it would mean that mask would need to be something like this with TH0 since the value would always have to be from SE's chart of TH and because we would assume higher drop rates on harder difficulties. VE = 0.5% E = 1% N = 5% D = 10% VD = 15% The 10/15% with TH0 seems unlikely though so it can't be TH based. all other items within the slot as well. Has anyone ever got mask+2 accessory which might refute the idea of the mask having its own slot? Hence being 2+1 like Omen body have their own slot and can also drop 2 accessories? Carbuncle.Nynja said: » K123 said: » Say TH does help it would mean that mask would need to be something like this with TH0 since the value would always have to be from SE's chart of TH and because we would assume higher drop rates on harder difficulties. VE = 0.5% E = 1% N = 5% D = 10% VD = 15% The 10/15% with TH0 seems unlikely though so it can't be TH based. all other items within the slot as well. Has anyone ever got mask+2 accessory which might refute the idea of the mask having its own slot? Hence being 2+1 like Omen body have their own slot and can also drop 2 accessories? K123 said: » Hence being 2+1 like Omen body have their own slot and can also drop 2 accessories? Omen bodies do not have their own slot. Body takes the accessory slot. I don't think anyone has ever reported 3 drops (of any type) from CoD. Sylph.Reain said: » ![]() Not its own Ok I'd agree if two can drop because otherwise that would mean there would be 2+2 slots which I doubt SE are generous enough to have done.
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