Drop Rate


Catwhoorg

 

Posted

Ok, I remember some time back there was something wrong with the drop rate and the dev's say that they fixed, if that is the case they need to up the drop rate.

I have just completed six mission with my widow set to -1/x8 and I only got 8 recipes. I will re log and try again and post results.

I guess would I would like to know, is if there is any certain thing preventing me from getting all the drops? Or since I am redside, do the devs really hate villains?

Edit: Also, the mishes that I have been doing have around 8 to 12 groups per map, so no these aren't small maps.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

Random numbers are random (and streaky.)

Check out my post at:
http://boards.cityofheroes.com/showt...82#post2506082

which summarises my recent drop rates, and I am seeing drops within expectations.



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

 

Posted

Check this thread for Archie Gremlin's DropStat program (needs perl installed to use). Run that over your log files to find out all you need to know about whether your drops are in the proper range or not.

Here's another thread where Archie is asking for you to send him log files so he can compile more data.


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Posted

Quote:
Originally Posted by Da_Captain View Post
Ok, I remember some time back there was something wrong with the drop rate and the dev's say that they fixed
The only fix to drops I can think of in recent memory was a bug with the RNG on certain specific special mission maps.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

No, it was distinctly broken when I16 came out. The attempts to characterize that brokenness are why Archie created his drop parser. (I created one too, his is just a lot nicer. )

Pohsyb told us they found an uninitialized variable bug in the code that checked if a foe was at least green-con. That bug had always existed since Inventions were added, but had apparently only recently begun to affect drop rates on a large scale, presumably working "well enough" previously due to a quirk of fate, but finally changing noticeably for the worse with I16.


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

 

Posted

There was an issue with an uninitialized variable, which had been existing since I9 and inventions had come along (and maybe before but who was tracking drop rates closely before)

The chances of that bug being re-introduced are slim to none, and there are plenty of folks tracking drops in an objective, statistical manner that any bug will be spotted fast and the data presented objectively rather than shown as a perception issue.



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