Drop rates are once again reduced...


 

Posted

Back when the new SK system was put in, the drop rates were affected. They were fixed shortly thereafter.

Well, I'm here to warn people they are broke again.

As a test, I went on 10 BM Farm runs yesterday, all set to +4 levels, +8 Players with bosses.

During those 10 runs, my character looted a grand total of 2 regular io recipes and one piece of salvage...and maybe 10 inspriations.

After 10 runs on the highest setting possible.

This was the only way I could think of to test the system, and I think it makes it clear. Something broke the system again.


 

Posted

difficulty setting has nothing to do with drop rates. you prob hit a bad luck streak with the RNG. try setting your diff to +2/x8 and you should be killing FASTER which should give you a better chance at drops. i have had no problem with drops since the fix went in. also, if you think the drops are borked then gather some factual info and post it here. if you don't then all the responses you get will be to do so.


 

Posted

Doesn't work. I normally fight at +2/+8 and that is when I noticed the issue this past week or so. I lterally was getting next to nothing for almost the entire week.

I did the test in +4/+8 because I knew some people here would insist I needed to increase the difficulty.

And fyi...I clear +4's at nearly the same speed as +2's...maybe a 5 minute difference.


 

Posted

Quote:
Originally Posted by Sharker_Quint View Post
if you think the drops are borked then gather some factual info and post it here. if you don't then all the responses you get will be to do so.
funny, I thought running a test 10 times in a row was factual...

And I am not talking since the fix, I'm talking this week things have changed.


 

Posted

Here is an example of factual output, looking at the last batch I have yet to send to him for his big Purple drop rate analysis project. (I have to check each one for non-level 47+mobs ie a TF)

Thanks to Archie Gremlin for the Dropstats program

Code:
----------------------------------------------------------
            Archie Gremlin's Drop Stats v0.5.2
            http://www.glasspaw.com/dropstats/
----------------------------------------------------------
Analysing C:/dropstats/chatlog 11-15-2009.txt
Analysing C:/dropstats/chatlog 11-17-2009.txt
Analysing C:/dropstats/chatlog 11-18-2009.txt
Analysing C:/dropstats/chatlog 11-25-2009.txt
Analysing C:/dropstats/chatlog 11-27-2009.txt
Analysing C:/dropstats/chatlog 11-28-2009.txt
Analysing C:/dropstats/chatlog 12-01-2009.txt
Analysing C:/dropstats/chatlog 12-02-2009.txt
Analysing C:/dropstats/chatlog 12-03-2009.txt
Analysing C:/dropstats/chatlog 12-06-2009.txt
Analysing C:/dropstats/chatlog 12-15-2009.txt
Analysing C:/dropstats/chatlog 12-16-2009.txt
Analysing C:/dropstats/chatlog 12-17-2009.txt
Analysing C:/dropstats/chatlog 12-18-2009.txt
Analysing C:/dropstats/chatlog 12-19-2009.txt
Analysing C:/dropstats/chatlog 12-21-2009.txt
Analysing C:/dropstats/chatlog 12-22-2009.txt
Analysing C:/dropstats/chatlog 12-23-2009.txt
Analysing C:/dropstats/chatlog 12-24-2009.txt
Analysing C:/dropstats/chatlog 12-25-2009.txt
Analysing C:/dropstats/chatlog 12-28-2009.txt
Analysing C:/dropstats/chatlog 12-29-2009.txt
Analysing C:/dropstats/chatlog 12-30-2009.txt

Defeats  Minion Lieut.   Boss Under.    Pet   Grey Unknown
----------------------------------------------------------
 12,682   9,510  1,786    839    187      6    207     147
----------------------------------------------------------
147 rewarding mobs of unknown rank
 
  7th Generation Paragon Protector (38) failed heuristic rank check
  Bedrock (3) failed heuristic rank check
  Crey Cryo Tank (15) failed heuristic rank check
  Crey Power Tank (8) failed heuristic rank check
  Crey Voltaic Tank (19) failed heuristic rank check
  Guardian (3) failed heuristic rank check
  Possessed Scientist (1) failed heuristic rank check

<Snip> the rest were assigned a rank and pruned to keep the list short

Drops         Total Common Uncommon   Rare Very Rare
----------------------------------------------------
Pool A          399    303       64     31         1
Pool B           14
Pool E            5
Pool C/D          6
Salvage       1,157    917      211     29
Inspirations  1,483    948      490     45
----------------------------------------------------

Other Drops
----------------------------------------------------------------------
Inf. Rewards     14,038 (70,940,371 inf, 0 xp, 2,079,000 debt)
Prestige        474,653
Reward Merits       515
Vanguard Merits     130
Enhancements         84 single origin enhancements
Inspirations          1 special inspirations e.g. Present, EoE
Other             1,004
----------------------------------------------------------------------

Pool       Drop Rate         Range   Drops        Expected    Mobs
-------------------------------------------------------------------------------
Pool A         2.45%   2.22%-2.70%     382         378-457  15,599 min. equiv.
  minion       2.56%   2.26%-2.89%     243         225-286   9,510 minions
  lieutenant   4.70%   3.77%-5.79%      84          78-115   1,786 LTs & snprs
  boss         6.56%   4.98%-8.45%      55           53-84     839 bosses & EBs
Pool E         0.05%   0.02%-0.12%       5               ?   9,510 minions
Pool C/D       0.36%   0.07%-1.04%       3               ?     839 bosses & EBs
Salvage        7.74%   7.32%-8.19%   1,123     1,098-1,226  14,507 min. equiv.
  minion       8.12%   7.59%-8.68%     772         711-814   9,510 minions
  lieutenant   9.52%  8.20%-10.97%     170         166-217   1,786 LTs & snprs
  boss        21.57% 18.83%-24.51%     181         186-235     839 bosses & EBs
-------------------------------------------------------------------------------
(Table excludes mobs of unknown rank and their drops.)
(1 in 20 runs will be outside the expected range.)
The Bolded Pool A line should be 2.67% I'm seeing a touch low, but that number is within the 95% CI
The Bolded salvage line should be 8.00, and again I'm seeing a touch low but within the statistical noise.

The Other in the drop list is candy canes.



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

Quote:
Originally Posted by American_Angel View Post
funny, I thought running a test 10 times in a row was factual...

And I am not talking since the fix, I'm talking this week things have changed.
drop rates do not change weekly. and doing 10 runs is a drop in the bucket compared to what tests most people have been doing to prove there is a problem. i have not had any trouble at all this week with drops.in fact 2 out of 6 runs i am going durring the run to sell things and make room for more drops.


 

Posted

Quote:
Originally Posted by American_Angel View Post
funny, I thought running a test 10 times in a row was factual...
It's factual, but it's not sufficient. Given the small probabilities for any given mob to drop anything, to get a feel for the actual drop rates requires literally thousands of defeats. A really solid feel takes 10s of thousands. 10 runs of a farm set to 8 players is barely in the ballpark.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

As another anecdote.

Early today someone was commenting in Themarket global channel about 20 recipes from a single BM run...

The plural of anecdote is not data, but I use that to reinforce the 'random numbers are random' comment.



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

Quote:
Originally Posted by Sharker_Quint View Post
difficulty setting has nothing to do with drop rates. you prob hit a bad luck streak with the RNG. try setting your diff to +2/x8 and you should be killing FASTER which should give you a better chance at drops. i have had no problem with drops since the fix went in. also, if you think the drops are borked then gather some factual info and post it here. if you don't then all the responses you get will be to do so.
If thats true then why do I get way more drops on lower settings than high settings? heh I think the high settings are either bugged or they think you should get less drops since the mobs are worth more inf at higher levels.


Friends don't let friends buy an ncsoft controlled project.

 

Posted

Quote:
Originally Posted by Noyjitat View Post
If thats true then why do I get way more drops on lower settings than high settings? heh I think the high settings are either bugged or they think you should get less drops since the mobs are worth more inf at higher levels.
Are you sure that's not just the perspective you get from defeating enemies at a much faster rate? If you beat 500 -1s and 500 +4s, you should be within the statistical range of average number of drops either way.


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Quote:
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Posted

Quote:
Originally Posted by American_Angel View Post
Back when the new SK system was put in, the drop rates were affected. They were fixed shortly thereafter.

Well, I'm here to warn people they are broke again.
Yesterday I defeated 693 minions and 482 lieutenants solo. My drops were perfectly within range, with 45 Pool A recipes dropping. You are not going to be taken seriously unless you show some hard data to back it up; "I did ten runs and got two common IO recipes" is not enough. Post some logs.

Code:
----------------------------------------------------------
            Archie Gremlin's Drop Stats v0.5.2
            http://www.glasspaw.com/dropstats/
----------------------------------------------------------
Analysing chatlog 12-30-2009.txt

Defeats  Minion Lieut.   Boss Under.    Pet   Grey Unknown
----------------------------------------------------------
  1,176     693    483      0      0      0      0       0
----------------------------------------------------------

Drops         Total Common Uncommon   Rare Very Rare
----------------------------------------------------
Pool A           45     35        9      1         0
Salvage          99     81       13      5
Inspirations    571    374      197      0
----------------------------------------------------

Other Drops
----------------------------------------------------------------------
Inf. Rewards      1,176 (4,589,864 inf, 0 xp, 0 debt)
Prestige         30,261
Enhancements         17 single origin enhancements
----------------------------------------------------------------------

Pool       Drop Rate         Range   Drops        Expected    Mobs
-------------------------------------------------------------------------------
Pool A         2.71%   1.99%-3.61%      45           33-59   1,659 min. equiv.
  minion       3.17%   2.00%-4.77%      22           11-28     693 minions
  lieutenant   4.76%   3.04%-7.06%      23           17-36     483 LTs & snprs
Salvage        7.41%   6.07%-8.95%      99          88-127   1,335 min. equiv.
  minion       6.64%   4.90%-8.76%      46           43-71     693 minions
  lieutenant  10.97%  8.33%-14.11%      53           39-66     483 LTs & snprs
-------------------------------------------------------------------------------
(1 in 20 runs will be outside the expected range.)


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Posted

Quote:
Originally Posted by Noyjitat View Post
If thats true then why do I get way more drops on lower settings than high settings? heh I think the high settings are either bugged or they think you should get less drops since the mobs are worth more inf at higher levels.
They've told us that's not how it works. Difficulty has no impact on it. Only rank matters.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by American_Angel View Post
As a test, I went on 10 BM Farm runs yesterday, all set to +4 levels, +8 Players with bosses.

During those 10 runs, my character looted a grand total of 2 regular io recipes and one piece of salvage...and maybe 10 inspriations.

After 10 runs on the highest setting possible.

This was the only way I could think of to test the system, and I think it makes it clear. Something broke the system again.
I did FIVE runs TODAY on the Council Empire map and got THREE PURPLES (plus other stuff, of course).
I guess it's RANDOM.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by American_Angel View Post
Well, I'm here to warn people they are broke again.
I'm not seeing this. I'm getting a ton of recipes (it's embarrassing -- I've gotten like 10 purples since I16, including one today), and I'm not really playing all that much.

It's possible that there is a bug with the drop rates at higher levels. I suggest you do 10 runs at +0/x8, then +2/x8, then +4/x8 with chat logs turned on. Run your logs through the stats analyzer and get back to us.