Generic PvP IO Stuffz
Wow nice job
@KoolVirus
There are a few threads in the market section dealing with this, the ratio is alittle higher actually it's closer to 100:1 although I have seen some average ratios jump as high as 175:1 but those usually had lower numbers then your data.
Virtue: @Santorican

Dark/Shield Build Thread
This past weekend I started playing my Fortunata in pvp again. I went from 0-230 rep and picked up 3 pvp IOs. Much smaller sample size, but seems to be in line with your findings.

I'll be the first to say this, b/c I mean it in a funny way and not a wahwah..
I needs monies to get my pvp ios so i can pvp to get moar pvp ios...
Right? How I find monies trees store?
But srsly..
That's a LOT of killing and a lot of number crunchery...
Props for the work..
I find the actual drop rates kinda comical, but that's just me.

Cho the Fro -- F I N -- ShuTheFrontDoor-- Whosenwatcher -- RoboCho -- Don Wanton -- Wonder Cho - Spam Man - Cho - Dupa - Shelitababy - Emo'd - Flossy - Soviet Garden - Choalee - zaploid - Ko'Tain - Frine - Trower - Choake - Mr. Trashy - i r n00b - Mr. Class E - Mr. Stabbens - Beta Cay
I'll be the first to say this, b/c I mean it in a funny way and not a wahwah..
I needs monies to get my pvp ios so i can pvp to get moar pvp ios... Right? How I find monies trees store? But srsly.. That's a LOT of killing and a lot of number crunchery... Props for the work.. I find the actual drop rates kinda comical, but that's just me. |
not just you I find the drop rate comical too, some of these pvp IOs some are trying to buy off the market now for more then the influence/infamy cap.
Even if these drops rates are what you claim there way to low to draw in the casual like they were suppose to(at least the impression I was under) and for the amount of people that actually pvp to actually be a viable option for builds. Unless they up the drop rate this aint gonna stop, I don't get it why can't they just change the drop rate to what it was when they first released these things.
how did you keep track of 3269 kills? Scratch paper?
lol eps....how long did this take you?
Sounds about right to me Eps.
In alot of posts here peeps have been saying 1/100 or 1/200 and I have always found that to be too high. Before the change to drops being tied to rep-timer I was getting about 1 drop in every 60-70 kills (arena farming) and your new numbers support that drop rate. Showing me the drop rate has not been nerfed.
Also, based on my current PVP IO farming I appear to be averaging about 1 PVP IO per 5 or 6 hours of farming. That works out to appx 12 kills/hour for 60-72 kills which supports your numbers as well (at least for drop rate not time investment.)
As far as I am concerned the drop rate has not been altered. It only it "appears" to be 1/100 or 1/200 because of being tied to the rep-timer and people are incorrectly counting non-rep kills.
Thanks for the effort
Do you mainly solo or team?
He probably solo'd. Teaming lowers the chance of getting a pvpo brcause team mates can get the drops through your kills. Unless they changed it
@KoolVirus
Sounds about right to me Eps.
In alot of posts here peeps have been saying 1/100 or 1/200 and I have always found that to be too high. Before the change to drops being tied to rep-timer I was getting about 1 drop in every 60-70 kills (arena farming) and your new numbers support that drop rate. Showing me the drop rate has not been nerfed. Also, based on my current PVP IO farming I appear to be averaging about 1 PVP IO per 5 or 6 hours of farming. That works out to appx 12 kills/hour for 60-72 kills which supports your numbers as well (at least for drop rate not time investment.) As far as I am concerned the drop rate has not been altered. It only it "appears" to be 1/100 or 1/200 because of being tied to the rep-timer and people are incorrectly counting non-rep kills. Thanks for the effort ![]() |
When they were first released they weren't based on rep kills or any timer they just dropped like regular drops. Then they changed it so it was based on rep kills and it got bad because rep could only be had off the same person once every 10 minutes. Then they changed the rep timer to 5 minutes and if you ask my opinion they have never dropped like they did for that first 2 weeks they were released.
Change them back make it so the silly rep timer has nothing to do with how they drop and then the drop rate may be ok. Enough of this farming nonsense people farm there is no stoping it so why screw everyone else because of it.
I agree the drop rate hasn't changed but how they drop sure has.
not just you I find the drop rate comical too, some of these pvp IOs some are trying to buy off the market now for more then the influence/infamy cap.
Even if these drops rates are what you claim there way to low to draw in the casual like they were suppose to(at least the impression I was under) and for the amount of people that actually pvp to actually be a viable option for builds. Unless they up the drop rate this aint gonna stop, I don't get it why can't they just change the drop rate to what it was when they first released these things. |
People say the developers listen, even the developers say they listen to players, but when it comes to PvP they don't give a **** what you have to say.
Virtue: @Santorican

Dark/Shield Build Thread
So your pulling the carrot from the bottom?
@KoolVirus
I kept track of kills with 3 methods, A seperate tabs with all my rewards, Hero stats and by keeping track of presteige increases.
The number of kills is based on my prestiege gained IN ZONE, divided by the drop of a solo pvp'r, which would give the Minimum amount of kills, seeing as how it was nigh impossible to keep track of teams and drops on teams and then delegate how the chances were and what did what.
I would have kept it up, but it bores me at this point. As well as slightly depressing me.
TBH;
PvP IOs should have next to no value on the market and drop from the sky. They should be available for cheap, and that would allow nice sets outside pvp and (Almost) superior to purple sets in pvp to be obtained. Thereby taking away the "Loot" excuse most people have for not pvping, since PvP IOs would be so plentiful. It would not unbalance PvE, and would bring some semblance into pvp that I would hope lead to a slackening in the DR rules as "Loot" will be more common.
An Analysis of a small server would cause an even LARGER and BIGGER gap between drops due to killing the same people, then factorin in the fact that they are lucky to have an hour with more then 5 people in RV
Epsilon, you're talking bout Hero Stats in your post 2 up.
do I get any rep for that?
Lyger name your heroes. I used to play on guardian. I remember fighting TA in rv
@KoolVirus
o jeeze I dunno who I brought.
Probably Hind-Sight my blaster or Prince Lyger my Scrapper....it's been a while.
I was just wondering because it sounded like a lot of kills. It's probably more than some players here will get in their entire lives playing this game. Good job depressing them!
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I would be wagering maybe 400 or so of those kills are of Will/Chi-Iceman
maybe 200 of them are the galactor gui
lol
...will
lol
Kay. Warning, thar is skurry math here, RUN. Or don't IDC.
I've been doing my own analysis type stuff on pvp IO drops. Lulzy, ain't it?
But more seriously, I have been recording every kill in zones that I have gotten in zones. This experiment more-so is aimed toward a casual PvP'er, so saying zones.
Here's the depressing part.
3269 Kills, awarding mixed with non-awarding, the style of zones.
47 PvP IOs.
Now, I have tried or such, as lulzy as it was, to get an average of the pvp kills per hour by players I deemed average in Recluse's Victory. The pool consisted of about 20 players, I was careful not to choose any that are people I know, and are simply people I see in RV.
I got an average of 18.76. We will round to 19 for ease of math.
Now, 47:3269 is PvP IOs to Kills, dividing gives us estimatly 70 kills per PvP IO
Using the above average hourly kill rate of 19 gives us something along the lines of 250 minutes of active pvp per IO.
Now comes the real world application of the numbers, RV is subject to fits of increased/decreased population, which alters the numbers drastically as well as the RNG-drop machine being a rabid yeti gnawing on Castle's ankles. So the numbers are of course faulty by nature, but I have tried to get a sense of it
1: 70: 4.1
PvP IO:Kills:Time(In Hours)
Thoughts?