Walleye_

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  1. I believe that's been tested, and didn't seem related. There's also good evidence that the bad drop rates happen on regular teams, small size, solo, full teams, with slider set to +8, with it at +0, &tc.

    /w
  2. Just to add another datapoint:

    Solo on Freedom/Villain, +0/x6/yes/no. I ran a series of trips on the TV nemi map, and then did some mission contacts. One Tavish Bell mission, finished the Vernon von Grun arc (maybe 6 missions?), and then ran the first Abyss mission.

    I restarted the game several times, my playtime comes in small sections.

    The aggregate numbers from DropStats are very bad, 48 recipes for 2975 minion equivalents is far far far outside the realm of likely outcomes. Any statistician can jump in here for details.

    Code:
    Type   DropRate Drops Expected  Mobs
    --------------------------------------------------------
    Pool A    1.61%    48    64-98  2975 minion equivalents
    Salvage   8.32%   214  180-234  2573 minion equivalents
    --------------------------------------------------------
    (Table excludes mobs of unknown rank and their drops.)
    (1 in 20 runs will be outside the expected range.)
    
    2430 rewarding mobs defeated
      39 bosses and elite bosses
      608 lieutenants
      1642 minions
      141 rewarding mobs of unknown rank
        Base Commander (1)
        Experiment Gone Awry (1)
        Longbow Flamethrower (50) failed heuristic rank check
        Longbow Minigun (41) failed heuristic rank check
        Longbow Rifleman (48) failed heuristic rank check
      0 pets and 7 greys
    One detail that might assist Paragon in tracking the issue down is that I checked the drops after each mission, just to see what things were looking like. One single mission was spot on average. I started up the game, talked to Tavish Bell and ran a single mission of his. I had to log out and couldn't run more, to see if there was something about my particular session, but this single run looked just like what you would expect. If I thought I was looking at real random data, I would call this run an outlier and throw it out, but it happens to match the results we are expecting...
    Code:
    Type   DropRate Drops Expected  Mobs
    --------------------------------------------------------
    Pool A    4.15%     8     2-11  193 minion equivalents
    Salvage   6.84%    11     7-20  161 minion equivalents
    --------------------------------------------------------
    (Table excludes mobs of unknown rank and their drops.)
    (1 in 20 runs will be outside the expected range.)
    
    146 rewarding mobs defeated
      0 bosses and elite bosses
      48 lieutenants
      97 minions
      1 rewarding mobs of unknown rank
        Experiment Gone Awry (1)
    If you look at this case as "working as intended", and the other runs as "having a defect", we can compare the two. Looking at the rest of my evening's smashing, minus this one run, we get these numbers:
    Code:
    Type   DropRate Drops Expected  Mobs
    --------------------------------------------------------
    Pool A    1.44%    40    59-93  2782 minion equivalents
    Salvage   8.42%   203  168-220  2412 minion equivalents
    --------------------------------------------------------
    (Table excludes mobs of unknown rank and their drops.)
    (1 in 20 runs will be outside the expected range.)
    
    2284 rewarding mobs defeated
      39 bosses and elite bosses
      560 lieutenants
      1545 minions
      140 rewarding mobs of unknown rank
        Base Commander (1)
        Longbow Flamethrower (50) failed heuristic rank check
        Longbow Minigun (41) failed heuristic rank check
        Longbow Rifleman (48) failed heuristic rank check
      0 pets and 7 greys
    Exactly one sixth (16.7%) of my recipe drops came from 193 minion equivs on that single mission, which is 6.5% of the total minion equivalent defeats.

    I'm happy to email my logs to anyone that wants to check them out. These are the numbers I'm getting, no interpretation or perception involved.

    /w
  3. Quote:
    Originally Posted by TopDoc View Post
    I couldn't easily get the perl from cygwin to work, so I installed the recommended one. Here are my stats from a long mish last night.
    I just tried it with the cygwin perl and it didn't work for me either (couldn't identify the rank of the mobs, so no analysis.) I tried on a Linux box with a slightly older perl (5.8) and same problem. I'll try the one he recommended and see what I get.

    [EDIT: using the active state perl works. Drop rate info coming later...]
    /w
  4. Kitteh, I ran the Lib TV nemi map, +6/with bosses, and got a pretty nice set of recipes. Half of them were commons, the other half poolA. I grabbed DropStats and will get some real data from runs later today/tonight.

    /w
  5. I saw the MOTD, which was nice and all. But still can't get into my base.

    *sigh*

    /w