Drop Rates vs level and mobs


Grouchybeast

 

Posted

Mechanics question that I don't see in Search or paragonwiki, but I'm pretty sure must be answered a number of times. Something I never much paid attention to, particularly because my squishies normally aren't very good at high level stuff solo.

Assume, L50 fighting against stuff in missions.

1. Is there a higher chance of something dropping based on level of the enemy? That is, does a -1 minion drop less frequently than a +4? Is there a comparison chart of this somewhere?

2. Is there a higher chance of something dropping based on the critter type (minion, lieutenant, boss)? Exclude EB/AVs, Monster/GM, just the basic enemy types. Is there a comparison of this somewhere?

3. Is there a higher chance of something dropping based on the x# settings, per defeat? Of course, the more you fight, the higher the chances, but is there anything else that affects the drop rate when there are more mobs in missions?

Thanks!


 

Posted

No
Yes
No (with caveat)

The caveat is that the chances of each particular drop don't alter with Team and/or Mob size, but since drops are shared across the team that means that teams will see less drops to a particular person on the team vs a solo player.

However, since teams can fight and defeat larger quantities of Mobs in the same time frame, there are more drops overall to share so it kind of equals out.


6000+ levels gained and 8 level 50's
Hello, my name is Soulwind and I have Alt-Itis.

 

Posted

ah yes, another assumption: assume solo play. Players, I assume, do wash out drop rates slightly, just like they spread out xp to some extent (mitigated by teaming multipliers). I've read that some defeats can result in drops to every player on a team, and some drops can only be given to a single player when the random calculation occurs.

While that is interesting, and I'd like to know more about that as well, I'm specifically interested in the 3 questions asked for solo play at L50.

(response was typed before reading Soulwinds, thanks for the answers on those questions, btw).


 

Posted

And of course, as always, there's more to the situation than is apparent at first glance.

Mob level doesn't affect drop RATE, but it does affect WHAT drops. There are different entries in the various drop tables (the lists that are picked from when a drop occurs) that are tiered by the level of the Mob.

So a level 10-20 Mob drops different things than a level 40-50 mob...but the chance of a drop occuring at all is the same. And the actual physical level of the drop (receipe in this case) is either equal to the Mob's level or at the max level that the receipe is allowed to go to, if dealing with set receipes. If dealing with Common IO receipes, then it's rounded to the nearest factor of 5.

As far as TYPE of Mob (ie minion, lt, boss, etc) - that DOES affect drop rates. For receipes the chances are minion = 2.67%, lt = 5.33%, boss = 7.99%. There are other rates for other types of drops, and it's possible to get several different typed drops at once from a particular enemy defeat.

There's also the guaranteed drops that some enemies/actions have, plus the various rewards and other drops that can occur (mission complete drops, story arc finish drops, etc).

A good place to look all of this up is - as always - paragonwiki
(do a search for Recipe Drop Pools and you'll find tons of information).


6000+ levels gained and 8 level 50's
Hello, my name is Soulwind and I have Alt-Itis.

 

Posted

Thanks for the additional feedback, I also found: http://paragonwiki.com/wiki/Recipes and http://paragonwiki.com/wiki/Invention_Salvage to be helpful, but I wasn't sure in particular about whether higher level or more mobs (more difficulty) were supposed to equal more reward. The reason I specified 50 was to avoid that confusion about the various eligible drops, but I think I already understand that part sufficiently well. Sounds like from the responses, that level of the mobs doesn't matter (as long as they con green) in terms of drop rate, and more mobs is just a plain increase based on probabilities, but not based on hidden developer added multipliers affecting the outcome.

I guess I'm trying to determine what is more optimal for a squishy to get better and more frequent drops solo, or nearly solo, in missions. My guess is -1 or 0 x2-8 would be better, and if bosses aren't much of an issue, to permit them in the missions as well. Typically, I avoid bosses solo, but it's mostly a speed issue, not always a difficulty one. Also, the speed of completing a mission increasing mission recipe drops, which is a factor as well.


 

Posted

Quote:
Originally Posted by makerian View Post
My guess is -1 or 0 x2-8 would be better, and if bosses aren't much of an issue, to permit them in the missions as well.
The level of recipe drops is affected by the level of the mob. So fighting at -1 will mean getting more level 49 recipes, which usually sell for less, and sell more slowly, than level 50s. It depends on exactly what your goals are, but it might be something you want to consider.


Arc#314490: Zombie Ninja Pirates!
Defiant @Grouchybeast
Death is part of my attack chain.

 

Posted

Quote:
Originally Posted by Soulwind View Post
However, since teams can fight and defeat larger quantities of Mobs in the same time frame, there are more drops overall to share so it kind of equals out.
Anecdotally, I get more drops per unit time solo than I do teamed. When I solo for a few hours, even at only x2 or x3, I fill my salvage window very quickly, having to unload a couple of times. When I team it takes much longer, often never hitting the limit in an entire evening. The same is true with recipe drops (especially commons and temp powers).

Part of this is because teaming involves a lot of other time sinks -- you're probably wasting very little time when you solo because you don't have to wait around for people to enter the mission, or come back from a bio break, or wait while the tank goes off to sell or buy new enhancements three zones over.

But part of it is that, depending on your character AT and build, you are actually more efficient per unit of damage per character per mob attacked solo than you are with a team. That is, a team of 8 against a spawn for 8 just has so much extra damage potential. The overkill is so great that it it doesn't really offer additional time savings.

For example, an Electric/Shield brute can dish out massive amounts of AoE damage. Heck, even a Fire/Fire/Pyre tanker can do enough to wipe out all the minions in spawn with only three AoE attacks.

I don't have numbers, but since you're only one person you're going to get drops 8 times faster than on a team of 8. It definitely does not take eight times longer for most brutes, tankers and scrappers to take down a x8 spawn, if they're designed for it. And specially built Fire/Kins can easily take down certain mob types almost as fast as most teams.

So, if you can take down x8 spawns in twice the time a team of eight can, you're still getting drops at four times the rate you would on a team of 8.

There's probably a "sweet spot" solo team size for every character where their solo efficiency outstrips the drop rates they get on a team. Most of my squishies can handle x2-x4 without problems, though some controllers and defenders definitely have a problem dishing out enough damage to do it very fast.

Perhaps the most efficient way to get drops is to run a duo of characters with synergistic power sets. Say, a brute/corruptor, tanker/blaster, scrapper/controller, blaster/defender, blaster/controller, or a permadom with just about anything. If you run at x8 with two characters you'll get drops four times as fast, and you'll probably be able to take the mobs down as quickly as a team of 8 once you get the routine down. My guess is a solo AoE brute/tanker/scrapper will still be able to outstrip a duo in terms of drops/minute, but if you don't have one of those a duo is probably your best bet.