Lakanna

Mentor
  • Posts

    239
  • Joined

  1. OK, some pretty ugly numbers from running +0/x1 street sweeping.

    Total defeats: 907
    475 minions
    225 Lt's
    111 Bosses

    Common Salvage drops: 81 (8.93% overall)
    44 Minion (9.26% of minions)
    20 Lt (8.89% of Lts)
    21 Boss (18.9% of bosses)

    Uncommon Salvage drops: 18 (1.98% overall)
    4 minion (0.84% of minions)
    7 Lt (3.11% of Lt's)
    7 Boss (6.31% of Bosses)

    Rare Salvage drops: 2 (0.22% overall)
    1 Minion (0.21% of minions)
    1 Lt (0.44% of Lt's)

    Common recipe drops: 6 (0.66% overall)
    2 minion (0.42% of minions)
    3 Lt (1.09% of Lts)
    1 boss (0.90% of bosses)

    Uncommon recipe drops: 1 (0.11% overall)
    1 Boss (0.90% of bosses)

    Enhancement drops: 10 (1.10% overall)
    2 Minion (0.42% of minions)
    2 Lt (0.73% of Lts)
    6 Boss (5.41% of bosses)

    I wasn't counting inspirations this time around. The drops for salvage still seem to be overall fine. The drops rates for recipes, however, are not fixed, at least not up until the 09-10 "maintenance."
  2. Quote:
    Originally Posted by Tatmia View Post
    Because it has to be said:

    "People take the rezzes?"
    I have a /DA brute. Solo, the rez doesn't get used a lot.. In a team, if my brute is buffed and still managed to die in the middle of a mob, that HUGE stun keeps things from going from bad to worse. I'd rather not have to use it, but when I need it, it changes the course of a fight for my team.
  3. I'm gonna try something different tonight. Farming inthe Fab, and tracking recipe/salvage drops by rank. I'll be set at +0x1 as normal, just to make sure that no strange things are happening with the virtual teammates. I'll post the results of several hours of street-sweeping in a boss-heavy zone later on.
  4. Ran about a dozen paper missions tonight. I'm loving the drop analyzer, makes things so much easier.

    1361 defeats. 81 Bosses, 221 Lt's, 1059 minions.

    13 common recipes, 8 Pool A recipes (All uncommons); 0.97% chance per minion equivalent
    132 salvage, 8.22% per minion equivalent.

    Did a lot of tinkering with the mob tables as well, added the mobs from the PI mayhem into it (PPD Drone, Unleashed, Transcended, Guardian, and Awakened, as well as "Knives of Artemis Boss".) I started a new group for the Paragon Heros, and kept getting a "failed the heuristic check" message for a few mobs, I eventually just deleted the ones that didn't spawn redside (Crey tank bosses and malta Gunslingers, IIRC.) Making the mob file .txt and editable helped a LOT.
  5. I know the post was a joke, but I found myself thinking today that tehy're supposed to be introducing extra-hard stuff in GR. What AT do you want in that situation?

    Stacking buffs and debuffs are already very powerful, and that isnt' likely to change. VEAT's get those. A team of 8 VEAT's running TT:M and TT:L wouldn't need any meatshields, and would be dishing out some pretty serious damage. Banes can stack the Surveillance, while crabs can stack up venom grenades. i think an 8-man VEAT team that actually took the team buffs could tear through the content pretty well, they become pretty capable at everything and have no glaring weaknesses. Even better, the team would have no weak links that someone needs to keep a watch on: as long as they stick close, each one is a killing machine that buffs the others and is buffed in return.
  6. Depending on how seriously you want to take the powersets, you could try rad/rad defender. Explain the Rad Emission as various plant-derived toxins and the rad blasts as whatever you like: tiny venomous projectiles, clouds of toxic spores...

    I went this route for my plant/rad controller: the /rad powers are thematically toxins, grown and released from his own body.
  7. Archie: if you have time, could you incorporate Carnies into the parser? I've done a few missions with them in it, and they're unknowns.

    If you update the .pl file, all old data can be run through it again, right? you don't have to scrap old runs when you update the parser?
  8. Fedoras. "Wraps" sunglasses. Armored pads chest piece under an open jacket.

    Most of my male characters have at least one of these. If they aren't wearing a fedora, they most likely have "barbaric" hair.

    Enforcer or Cyborg belt, slacks or cargo pants. Mot of my characters, male OR female, have at least one outfit that uses one of these.
  9. Can anyone who build a log parser find a place to host it? I'd love to use it to continue to gather more testing date, but don't know enough to build one myself.
  10. Quote:
    Originally Posted by EarthWyrm View Post
    If these are all minions (you're on the cargo ship, yes?)
    Yeah. And the 2080 was for each one separately: 2080 kills at x1, 2080 at x2. I'm SO tired of that map right now.
  11. Just an amusing aside, after I finished logging my runs, I set it to -1/x6 for a run. minions and Lt's at level 48, probably close to 300 kills.

    2 purples in one run... Murphy's Law strikes again.
  12. OK, another 1040 kills over 20 runs at x1, 10 runs at x2.

    Inspirations:
    x1: 401 total, 0.3856 per kill, 2.59 kills per drop
    x2: 336 total, 0.3231 per kill, 3.10 kills per drop

    Common Salvage:
    x1: 64 total, 0.0615 per kill, 16.25 kills per drop
    x2: 64 total, 0.0615 per kill, 16.25 kills per drop

    Uncommon Salvage:
    x1: 17 total, 0.016 per kill, 61.18 kills per drop
    x2: 22 total, 0.021 per kill, 47.27 kills per drop

    Rare Salvage:
    x1: 2 total, 0.002 per kill, 520 kills per drop
    x2: 4 total, 0.004 per kill, 260 kills per drop

    Common Recipes:
    x1: 19 total, 0.018 per kill, 54.74 kills per drop
    x2: 21 total, 0.020 per kill, 49.52 kills per drop

    Uncommon recipes:
    x1: 8 total, 0.008 per kill, 130 kills per drop
    x2: 8 total, 0.008 per kill, 130 kills per drop

    Rare Pool A:
    x1: 0 total
    x2: 1 total, 0.001 per kill, 1040 kills per drop

    Enhancements:
    x1: 6 total, 0.006 per kill, 173.33 kills per drop
    x2: 6 total, 0.006 per kill, 173.33 kills per drop

    0 purple drops, 0 costume drops. That makes 4160 kills on this map without a single purple.


    Cumulatives, from previous post and this one: 2080 kills in each sample.

    Inspirations:
    x1: 740 total, 0.356 per kill, 2.81 kills per drop
    x2: 701 total, 0.337 per kill, 2.97 kills per drop

    Common Salvage:
    x1: 125 total, 0.060 per kill, 16.64 kills per drop
    x2: 124 total, 0.060 per kill, 16.77 kills per drop

    Uncommon Salvage:
    x1: 33 total, 0.016 per kill, 63.03 kills per drop
    x2: 41 total, 0.020 per kill, 50.73 kills per drop

    Rare Salvage:
    x1: 5 total, 0.002 per kill, 416.00 kills per drop
    x2: 8 total, 0.004 per kill, 260.00 kills per drop

    Common Recipes:
    x1: 53 total, 0.025 per kill, 39.25 kills per drop
    x2: 40 total, 0.019 per kill, 52.00 kills per drop

    Uncommon Pool A:
    x1: 11 total, 0.005 per kill, 189.09 kills per drop
    x2: 13 total, 0.006 per kill, 160.00 kills per drop

    Rare Pool A:
    x1: 2 total, 0.001 per kill, 1040 kills per drop
    x2: 2 total, 0.001 per kill, 1040 kills per drop

    Enhancements:
    x1: 17 total, 0.008 per kill, 122.35 kills per drop
    x2: 11 total, 0.005 per kill, 189.09 kills per drop


    Looks like my hunch about virtual teammates didn't pan out. I don't know the math to find standard deviation and confidence intervals, but first glance says the numbers between x1 and x2, especially with the larger sample, are pretty close to each other.
  13. Death Shroud is skippable until after Stamina, but don't put it of too long: ove time, it will be your single greatest source of damage, and the most END-efficient once you get it slotted up.

    You'll want the fitness pool for health and stamina, and probably the fighting pool for tough and weave. Since fighting forces you to take either boxing or kick anyway, I'd recommend picking boxing up as a filler attack. Brawl, with 0-END cost after I16, should help a lot.

    I don't run OG or CoF on my dark/dark brute. I tried them, but they interfere with building fury too much. If you plan on teaming a lot, put either one into a secondary build that is more geared towards survival and less towards damage, if you enjoy tanking for a team. DA takes a big investment to make it a tanking build, but it can be done. With SS, OG is probably your better choice: lower END cost, and the ability to stack stuns.
  14. Quote:
    Originally Posted by Kitteh View Post
    And just to repeat [someone up thread] this map was one of the maps (I think the BS arc map in Mercy was another] that was used to identify the RNG bug a few issues ago.

    It was generally accepted that this map was "special" because of the "set pattern" of spawns under certain conditions.

    I still have it on my Fire/Kin and will run it a couple of times here soon.
    Yeah. I decided to test with it because solo at x1 and x2, it spawns only minions. Also, it has a set number every single time you go into the map, for me it's 52 and 104 at x1 and x2, so I get exactly double the number when I change the difficulty.
  15. Quote:
    Originally Posted by Archie Gremlin View Post
    Of the 10 runs that I tabulated, only Lakanna's looked like live runs. One of these was the only run to exceed the expected recipe drop rate. All 9 others were below the expected value.
    That would probably be the runs set for team size 1, +0. They had a drop rate that looked very close to expected, and it dropped way off when I added a virtual teammate. My runs were done on test, though.

    Also, I was tracking enhancement drops, and those looked to be doing the same thing as recipes, dropping off with a teammate. Gonna add another few runs on each setting tonight.
  16. Quote:
    Originally Posted by YuriFoxfirega View Post
    Tell me again how the Freakshow are not standard for their level coverage. They're somewhat below average, frankly, but it's tempered by the equal fact that they're somewhat harder to both put down and keep down. More then enough to get at least a 1.0 experience scale modifier, IMO
    Every group you mentioned, witht he exception of Council and Cimerorans, has at least one mob with extra XP modifiers. Devouring Earth Deathspore/Deathblossom/Fungoids are the highest of the "regular" ones with a 1.8 (!!!) modifier. Seems that Cimerorans are right about where the devs set the baseline. I consider Freaks easier, but not that much easier that they're worth 20% less XP. I think 1.0 would be fine, set Freaks as the base difficulty for an enemy group.
  17. 50 brute, running the demon ship mission on +0. All minions, all level 49. Tested 20 runs (1040 kills) at team size 1 and 10 runs (1040 kills) team size 2. All runs done on test.

    Inspirations:
    Size 1: 339 total. 0.326 per kill, 3.068 kills per drop
    Size 2: 365 total. 0.358 per kill, 2.849 kills per drop

    Common Salvage:
    Size 1: 61 total. 0.059 per kill, 17.049 kills per drop
    Size 2: 60 total. 0.059 per kill, 17.333 kills per drop

    Uncommon Salvage:
    Size 1: 16 total. 0.015 per kill, 65.000 kills per drop
    Size 2: 19 total. 0.019 per kill, 54.737 kills per drop

    Rare Salvage:
    Size 1: 3 total. 0.003 per kill, 346.667 kills per drop
    Size 2: 4 total. 0.004 per kill, 260 kills per drop

    Common Recipes:
    Size 1: 34 total. 0.033 per kill, 30.588 kills per drop
    Size 2: 19 total. 0.019 per kill, 54.737 kills per drop

    Uncommon Pool A:
    Size 1: 3 total, 0.003 per kill, 346.667 kills per drop
    Size 2: 5 total. 0.005 per kill, 208 kills per drop

    Rare Pool A:
    Size 1: 2 total, 0.002 per kill, 520 kills per drop
    Size 2: 1 total, 0.001 per kill, 1040 kills per drop

    Enhancements:
    Size 1: 11 total, 0.011 per kill, 94.546 kills per drop
    Size 2: 5 total, 0.005 per kill, 208 kills per drop.

    With team size 1, 1040 kills got me 11 enhancements and 39 recipe drops
    With team size 2, 1040 kills got me 5 enhancements and 25 recipe drops

    I'll be doing more testing, but with 2 samples just a bit over 1000 each, thought it might be worth putting up now.
  18. Lots of good advice from everyone else.

    Pick missions you can tear through. Difficulty 2 is probably best for this: more enemies, and easier enemies. Level equivalent doesn't mean anything for purples: a -2 minion has the same chance to drop one as a +4 minion, so over time, you'll get more with easier enemies.

    Put any IO's you don't use onto the market, along with salvage. If they don't sell after a few days, pull 'em and vendor 'em. I actually crafted any common IOs I found with the salvage that dropped. After a while, I bought the level 45 versions and crafted them too. It's an easy way to get the 45-50 memorization badges. I know you didn't want to market much, but once you have the memorization badges, you can craft from what salvage you have, and generally make a lot of INF doing it.

    My farm spot redside is deep in the Fab, in Grandville. Lots of Arachnos and Crey minions, with Lt's and bosses scattered in. Bosses may not be the best bet for purples, but they do give a lot of INF per kill, and have a very tiny chance to drop TF/Trial recipes.

    One decent idea if you can, is revisit your 40-45 contacts. See if you can find a decent farm mission at level 45. If you can, crank the difficulty to 5, and farm the nice level 47's. Donig this, you won't get level 50 set Io's, but you should be able to clear a map fairly quickly, and volume is what you need for purple drops.
  19. One of the reasons I'm running the demon ship over and over is that it spawns only minions (Spawning for x1 and x2 team size- beyond that, it makes LTs that make things harder). So far, run after run, I'm seeing that inspiration and salvage drops seem to spawn according to the virtual team size: double the mobs, double the inspiration and salvage drops.

    I can't say that I'm seeing the same for recipes, but I need a LOT more defeats to be able to tell for sure.
  20. If there are certain maps that do this, it might be the ghost of a bug.

    Remember the cargo ship map, which used a not-so-random number generator? It might be a good idea to count which mobs are dropping recipes. The demon ship map had only minions, which made it easy to count. When the spawn was minions and Lt's, the count got all messed up, but overall patterns remained, they were just harder to detect because defeat order mattered, and it's possible the order in which things were spawned mattered as well.

    I think what's bothering me is that these maps seem to have a set number of drops given, within a small margin, and regardless of how many the maps are actually spawned for. Might be worth checking out the demon ship map and doing the counts again.
  21. Quote:
    Originally Posted by Nethergoat View Post
    Larger spawns without matching drops are pointless.
    I don't think they'd waste their valuable time on a feature with no constituency.
    Quote:
    Originally Posted by Kitteh View Post
    I encourage folks to run a few missions and track the data per mission.
    # of Minions defeated
    # of LTs defeated
    # recipes dropped
    # salvage dropped

    Those in closed beta found a significant disparity between recipe drop rates (i16b vs. i15) and don't know if it's WAI. Salvage appears to be within specs, but more data may be needed.
    Quote:
    Originally Posted by EarthWyrm View Post
    This. Please. My 2500 formal (collected with all data above) and 2000 less formal (didn't count minions and lt's, only total mobs on the map) indicated to me that the overall recipe drop rate was significantly below where it's at on live. My observed %'s were well outside the margin of error.
    So much for the idea being idiot-proof, although both said a lot more testing would be in order to see if it was a relic of the new difficulty system vs. the old. It may be a bug. It still may be WAI...
  22. Lakanna

    Plugging the Gap

    Quote:
    Originally Posted by Bill Z Bubba View Post
    You gave us Guinness Stout. That alone is worthy of worship.
    /agreed. Jameson would be enough by itself as well.
  23. Quote:
    Originally Posted by Panzerwaffen View Post
    And without a market and 'loot' system this game would be dead in the water. There is a large subset of MMO players that enjoy tweaking and developing their characters. At the time they were introduced, the market and invention system were necessary to the continued health and growth of this game. Without them, there would have been less new players, as well as less players staying around long-term. I know I would have grown
    bored fairly quickly and moved on, and I'm very confident most of the players that I consider in-game friends would as well.
    They could have just as easily put IO recipes in stores, thereby allowing just as much if not MORE customization options. Everyone really could have gotten whatever they want to make a particular build work for them, without resorting to a market at all.

    I think that the customization options in this game were one of the greatest reasons it did and continues to do so well. Adding IO's was a great way to enhance the customization options the game already had. It's just too bad the devs decided to make rare = powerful, because that really does result in the situation of the best, most dedicated players getting the best, most powerful rewards and widening the gap between them and the "casual" players.
  24. My own thoughts on this.

    The devs dont' want people to PL. The quick ways to do it have gotten nerfed one by one, and the new super-sidekick system pretty much eliminates the last remaining loophole. They feel so strongly about PLing that they have banned accounts following the AE debacle, and the only metric they announced publicly was "time to 50." There may or may not have been other factors, but that was the only one they came out and said they were looking at.

    Farming is another matter. They seem to regard it as something they can at least tolerate. They've nerfed the most outrageous farming maps and tactics (for example, giving all critters ranged attacks) but have never come down with excessive force for simply farming. I believe that they see farming as "something some people enjoy" and not as a deadly sin.

    PLing destabilizes the playerbase. People hit 50, wander around bored or get into groups where they have no idea what they're doing. All the complaint threads about the bAEbies should have been a sign that people were getting PL'd, but never learned to play. People like that are unlikely to stick around long: they "won" and then they get bored and leave.

    Farmers don't much affect the playerbase directly, except that the best farmers are those with a lot of experience and playtime under their belts: the people who have already shown that they are going to stick around and keep paying the monthly fee. Farmers incidently create wealth, both INF and the things to spend them on, which acts as a stabilizing force for the markets. The new difficulty slider changes seem to be aimed at helping farmers do exactly what they want; play their maps without bothering anyone else. Seriously, getting fillers for a map is annoying for the farmer, annoying for some of the people asked to fill, and in general didn't help anyone. The new difficulty sliders eliminate the last real problem people had with farmers: the tells for fillers.