Kinetic Combat: drop rate bugged?
some of the "minor" sets don't drop that often. Decimation and Entropic Chaos from the ranged damage sets also don't drop that much. I can pretty much count on one hand the number of times I've seen these recipes on wild drops.
Pool B drops seem to be a sight more common than rare pool As. In other words, you're a lot more likely to get a particular pool B drop at the end of a given mission than you are to get any particular pool A drop from defeating a mob. I can go months without seeing a particular pool A, but I am usually swimming in pool Bs of all sorts.
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
The Devs should never have coloured the Pool A 'Rare' the same as Pool B and Pool C (and in the old days Pool D).
'Rarity' only matters in Pool A. The others are attained through other means.
(When you have 100% chance of a pool C drop via a merit roll, rare is just the wrong term to use)
At 10% nominal chance per person per door mission, Pool Bs are pretty common drops, and unlike Pool A drops, they scale with team size. (Though more on the team often means longer to finish a given mission).
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Pool B drops seem to be a sight more common than rare pool As. |
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I can understand why the Chance for Knockdown is the one people would prefer to skip, though it does have its charms, and you are to some extent sacrificing effectiveness in a melee attack by slotting KC at all.
|
And you only sacrifice effectiveness if you slot only the four KC. Team that with two other IOs and you're in good shape. My favorite is to pair with a couple of Pounding Slugfest for the 8% regen.
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Yeah, there's really not a major loss if you slot 4 KC and 2 other enhancers, chosen to cover what the 4 KC leave lacking.
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
And then there are those of us on the other end of the spectrum who, if we receive a Kin Combat, are going to be getting the acc/dam. And nothing else.
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Yeah, there's really not a major loss if you slot 4 KC and 2 other enhancers, chosen to cover what the 4 KC leave lacking.
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Same theory for blasters and Entropic Chaos. Flares is insanely fast and uses very little endurance (yes, it's an outlier). Perfect place to sacrifice a slot for what I think is a handy proc (heal). Of course, the x5 bonus for Entropic Chaos is quite a bit better than KC.
* I actually have my Bash 2-slotted with Stupefy - cheap way to help recovery a bit - but I do want 5xKC for Pulverize. I figure running faster can help keep fury up. And I like to send guys flying.
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Here I was thinking you were going to say for the dmg/end piece not the acc/dmg.
In bronze rolls I usually end up with a pile of the acc/dmg's and a few dmg/ends. Unfortunately over the about 100k tickets haven't seen any Dmg/Ends just a pile of KB procs.
(Of course I needed 4 for a build, so now that I have them slotted I"m sure I'll start rolling them again)
Here I was thinking you were going to say for the dmg/end piece not the acc/dmg.
In bronze rolls I usually end up with a pile of the acc/dmg's and a few dmg/ends. Unfortunately over the about 100k tickets haven't seen any Dmg/Ends just a pile of KB procs. (Of course I needed 4 for a build, so now that I have them slotted I"m sure I'll start rolling them again) |
As Ticket Rolls, Bronze rolls (Pool A) are weighted. And Silver Rolls contain all of B and the Rares of A, and are weighted.
Pool C+D is weighted as a drop in the wild (from Bosses) and at the Ticket Vendor (Gold Roll) and at the Merit Vendor (Rare Roll).
http://paragonwiki.com/wiki/Recipe
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Random things are random would be my thought.
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Zombie Man said:
Don't forget that as a drop in the wild, Pool A and Pool B are not weighted. As Ticket Rolls, Bronze rolls (Pool A) are weighted. And Silver Rolls contain all of B and the Rares of A, and are weighted. |
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Yes, several betas ago Synapse told us that they were weighting the pools so that recipes that fit into many powers would come up more often than those that fit in few powers. So, for example, a melee damage set would drop more than a tohit debuff set.
The Rare Recipe Weight Project seems to have confirmed this.
Thread.
http://paragonwiki.com/wiki/Random_R...es#Level_10-14
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
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For Pool C, definitely. But Pool A?
What I would wonder is are we sure Pool A isn't weighted in the wild? Especially if it is found to be from ticket rolls; why work off separate drop tables?
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For Pool C, definitely. But Pool A?
What I would wonder is are we sure Pool A isn't weighted in the wild? Especially if it is found to be from ticket rolls; why work off separate drop tables? |
1. Players whined horribly about getting useless recipes off the rare TF/Trial tables (I was one of them!).
2. So, Merit Vendors allowed for the buying of the specific recipe you want. Problem solved, right? No. Players wanted to roll on the cheap roll table and still got useless recipes and whined about it.
3. So, when Ticket Vendors were added, they decided to combine the Trial and TF tables (Pools C+D) and weight them for the Rare Merit Roll and the Gold Ticket Roll. And they decided tentatively, as an experiment to see what would happen if they allowed for the C+D recipes to drop from Bosses on the same, new weighted table.
4. At the same time, they created the Bronze and Silver Ticket Rolls for pools A and B. Problem with that was that Pool B was rather small. So, they added the Rare As to Pool B to create the Silver Ticket Roll and then they had to weight it lest the Rare As were no longer that rare.
5. Since the Gold and Silver rolls were weighted, they went ahead and weighted the Bronze roll, too.
6. Why didn't they then weight the wild drops of A and B? I don't know. Probably because players didn't whine about wild drops giving them useless recipes like they do when they have to spend Merits or Tickets on a roll.
This is all confirmed with Synapse. We had some public and private exchanges during a Closed Beta while this was all being put into place. This info has been in the Wiki since it first happened.
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Ahh - that helps. I didn't remember all the facts and the timing (I knew for instance that Pool C and Pool D had been combined post-merits, but I didn't know that the weighing was put in at the same time they were combined). Forgot about the dual nature of the Rare As too.
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I had data compiled on the old boards.
Bronze Rolls are deifnately weighted. Just a quick sample of the sheet I have.
Uncommon
Offense 30-34 Drops A B C Melee 21 90 0.08 0.14 1.84 PBAOE 10 34 0.04 0.05 1.46 Ranged 21 72 0.08 0.11 1.47 TAOE 10 33 0.04 0.05 1.42 Sniper 10 7 0.04 0.01 0.30 Pet 18 18 0.07 0.03 0.43
A = Relative recipes in the pool.
B = Weight as rolled
C = Drop weight
I need to reformat it to something closer to the current rare roll (pool C) one on the wiki and get it out there.
With 274 possible uncommons and 678 drops,plus 125 rares and a mere 96 drops, it is far from being statistically robust, but the evidence of weighting is unequivocal.
Compare the PBAOE or TAOE to snipe, same possible number of recipes, and a nearly 5 fold difference in the drop rate, but the TAOE and PBAOE are basically the same.
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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
The KC acc/dam button is supposed to be an uncommon pool A drop.
The KC dam/rech button is supposed to be a rare pool B drop.
(Kinetic Combat)
Why is it that there seem to be so many more dam/rech available than acc/dam? I can understand why the Chance for Knockdown is the one people would prefer to skip, though it does have its charms, and you are to some extent sacrificing effectiveness in a melee attack by slotting KC at all. But my unscientific impression is that there are a lot more dam/rech available than acc/dam, and the blueside market prices seem to bear this out.
Is the acc/dam that much more valued than the dam/rech, that they're snapped up as soon as they become available? This seems unlikely, especially given that those who want one KC usually want four, and for many the least valuable one is the proc.
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