-
Posts
819 -
Joined
-
Hopefully it'll be on test today, and pushed live this coming Tuesday along with fixes to the 4 broken TFs.
-
I assume the fix isn't on the test server yet.
Code:---------------------------------- Archie Gremlin's Drop Stats v0.3.1 http://www.glasspaw.com/dropstats/ ---------------------------------- Type DropRate Drops Expected Mobs -------------------------------------------------------- Pool A 0.34% 1 3-14 298 minion equivalents Salvage 11.27% 29 13-30 257 minion equivalents -------------------------------------------------------- (Table excludes mobs of unknown rank and their drops.) (1 in 20 runs will be outside the expected range.) 239 rewarding mobs defeated 17 bosses and elite bosses 64 lieutenants 119 minions 39 underlings (XP only) 239 inf/debt rewards 1370635 inf 1 Pool A recipes (Mob Defeats) 0 uncommon and rare recipes 1 common recipes 29 salvage 2 rare 6 uncommon 21 common 0 single origin enhancements 77 inspirations (4 tier 3, 20 tier 2, 53 tier 1, 0 special) 0 other drops
-
I was seeing 1/8 the expected drop rate.
My guess is PvP recipes. I know the Devs claimed that PvP changes would never affect PvE (how many times have we heard that?), but I bet some of their recent tinkering with PvP recipe drops didn't play nicely with the new difficulty system. -
Pretty much, though I forget the exact details. I got it in Pocket D.
-
Congrats, you're now tied with me for the #1 villain spot at 601 according to badge-hunter. (Actually I have 602, but Villains aren't supposed to have Lost Savior so badge-hunter doesn't count it.) I never knew you were a contender, Exotica. I wonder how many other people will catch up, due to the reduced requirements on the epic badges.
-
Quote:I would doubt this. Lag only affects what your client sees. Dropped packets may prevent you from seeing that you have received something, but the server will still know it's in your inventory. When you zone out of the mission and your client has to refresh its data, you'll suddenly see it.I'm also beginning to see some data that suggests the "lag = borked drop rates" theory may have some credence, but I don't have nearly enough data on this yet.
That's because the script can only look at the chat logs. The chat logs only say that you've defeated a "Crey Cryo Tank". At levels 32-45, those are Lts. At levels 46+ those are minions. If you're playing at a lower level, you'll need to check out the data files that come with the script. Make sure what you're fighting is listed properly in them. -
-
-
I've seen a few posts recently in which people complain that they can't get the nicest stuff in the game (purples). I wanted to explain a few things, so that in the future I can just point to this thread every time someone complains.
MOST IMPORTANTLY, the Devs set the drop rate. There is absolutely nothing that we as players can do about that. The Devs want purples to be ultra-rare, so they are. Complaining here about the drop rate is not productive. Go to the Developer's Corner forum, or the Suggestions and Ideas forum.
SECOND MOST IMPORTANT, purples are not needed. People played the game before purples. Characters loaded with just SOs can usually take on 3 even con minions, unless they made some bad choices when picking powers and slotting. No content is limited to chars with purple IO sets. I've never seen anyone require purples for a team, or even set IOs. Granted purples make the game easier. Purples make it possible to do some silly hard things, like solo AVs, or Rikti Pylons, or massive spawns of high level mobs. But the Devs DO NOT want everyone doing that, so purples will NEVER be easy to obtain.
Purples are an end-game activity. You only earn them by fighting high level mobs, a WHOLE LOT of high level mobs. They are designed to be a time-sink, something to do with your char after you hit level 50. If you want purples, you better be prepared to play your level 50 chars a WHOLE LOT. It used to take hundreds of hours to hit level 50, and the Devs probably started out with that same general time scale (or longer) to fully IO out a character with purples.
If you are not prepared to jump through the hoops the Devs created in order to earn purples, then you do not deserve them. If you feel you deserve them simply because they exist, and you pay your $15/month, I recommend you keep it quiet. You have a sense of entitlement that people in this forum will laugh at. It's about as silly as demanding a Hummer just because you have a Driver's License. Things do not work that way in the real world, and they don't work that way in the game. The high end loot in this game is already far easier to get than in most other MMOs. The Devs will NEVER make purples common enough that casual players can get lots of them.
How long does it take to get purples? My average from farming is one purple every 1500 minions. I could get on average one per hour with my very fast farming char. Your average character is significantly slower, and it could take upwards of 10 hours of play per purple. Teaming may take longer, just due to the lower defeat speed on teams. I'm giving you these numbers to help set your expectations. Run Hero Stats and find your kill rate, divide it by your team size, figure out how long it'll take to defeat 1500 mobs, and that'll give you an indication of how long on average it'll take to find one random purple.
You only deserve the purples that you get as drops. If you want MORE than that, you have to convince other players to give them to you. Other players can be very unreasonable. You may have to give them a WHOLE LOT of Inf to get what you want. This is normally done on the Market. If you want to complete a purple set, you have the same problem. It is unlikely you'll get a whole set from drops, given their random nature. The Devs added the Market specifically so people could sell the recipes they don't need and buy the ones they do need. You may be able to complete a set by asking friends, SGmates, or global chat channels. But for ultra-rare things, the Market is often your only choice.
A LOT of people come to the Market looking for purples. Casual players don't play enough to get many purple drops, so they want to buy them at the Market. People who like playing lowbies don't get purple drops, so they come to the Market. Players with purples who want to finish a set come to the Market. Powergamers who want to solo AVs come to the Market. On the other hand, not a whole lot of people are selling their purples at the Market. If I find one that I think I may be able to use some day, I'll store it in my base, or keep it in my Enhancement Tray. Lots of people would never consider selling a purple. Low Supply and High Demand have massively increased the price of purples.
Supply has taken a lot of hits recently. You can't earn purples in AE (except in Dev Choice arcs), and a WHOLE LOT of people were just doing AE for months. Issue 16 has gotten a lot of people out of the AE building, but there's at least one bug that has significantly reduced recipe drops. I'm getting 1/8 of the usual Recipe drops on one of my farm maps. Some farmers have simply stopped farming till the bug gets fixed. Nothing has reduced Demand. In fact Demand has increased significantly in the past few months, due to the amount of PLing that went on in AE. And all that PLing has produced a lot of Inf that can go to purchasing purples.
The absolute richest players in the game set the price for purples. If a single Armageddon: Acc/Dam enters the market each day on average, then it will be purchased by the one person who bids highest. Now there are a LOT of rich people in the game. There are Ebil Marketeers, farmers, PLers, and hardcore players who have a LOT of Inf. There are probably people who have used exploits (snake egg farm or some Duping hack) to rack up huge amounts of Inf. And there may be people who buy from the RMTers. So there are plenty of people with a billion or more Inf. That single Armageddon: Acc/Dam each day will go to the single ultra-rich person who bids the highest.
The Market is a PvP zone. You are competing with other players to buy purples. You need a WHOLE LOT of Inf to win there. You need to be the single ultra-rich person who bids the highest. Patience helps too, as you may be able to win with a lower bid if no ultra-rich person happens to be bidding that day. Now there are a lot of different ways to earn enough Inf to become the winning bidder. You can become an Ebil Marketeer, or a farmer, or just a hardcore player. But there's no way you'll ever earn enough Inf to buy multiple nice purple IO sets if you remain a casual player.
It doesn't take a whole lot of effort to become good at Market PvP, and most marketeers believe the rewards are better than anything else in the game. There are a lot of threads in this forum about earning Inf fast and easy using the Market. Complaining about the price of purples won't really accomplish anything. But earning massive Inf using the Market will.
tl;dr THE PUPLE ANSWER: Play your 50s a WHOLE LOT, or play the Market. -
Updated composite stats. As before, the Expedient Reinforcement isn't recognized properly because it doesn't have (Recipe) at the end of the name. But both it and the Mako's Bite are Pool C drops from a boss, and so shouldn't be counted. That gives me a total of 9 Pool A Recipes for 2295 minion equivalents, or 0.39%. That's about 1/7 of the expected rate.
For all of you people commenting on the test server, all of this testing was done there. It's far better than the drops I was getting on live under slightly different circumstances (1 recipe in 6000 mobs). So hopefully Synapse can reproduce it.
"Defeat all Clockwork at factory" from Unai Kemen, gotten from him directly (no Flashback), solo, difficulty +1/8/yes/no, level 50 Stone/Stone Tanker, mobs are level 51, most spawns have 2 bosses, but some are all Minions and Lts.
Code:---------------------------------- Archie Gremlin's Drop Stats v0.3.1 http://www.glasspaw.com/dropstats/ ---------------------------------- Type DropRate Drops Expected Mobs -------------------------------------------------------- Pool A 0.44% 10 48-78 2295 minion equivalents Salvage 8.11% 166 141-189 2048 minion equivalents -------------------------------------------------------- (Table excludes mobs of unknown rank and their drops.) (1 in 20 runs will be outside the expected range.) 1822 rewarding mobs defeated 165 bosses and elite bosses 400 lieutenants 1000 minions 257 underlings (XP only) 1822 inf/debt rewards 10898152 inf 44000 debt 10 Pool A recipes (Mob Defeats) 3 uncommon and rare recipes Blood Mandate: Dam/End (Recipe) Enfeebled Operation: Acc/End (Recipe) Mako's Bite: Acc/End/Rech (Recipe) 7 common recipes 166 salvage 3 rare 27 uncommon 136 common 16 single origin enhancements 546 inspirations (14 tier 3, 177 tier 2, 355 tier 1, 0 special) 1 other drops Expedient Reinforcement: Resist Bonus Aura for Pets
-
Current cumulative stats below from 4 runs between 9/20 and now. Note that the Expedient Reinforcement is unknown because it doesn't end with (Recipe), so I actually got 8 Recipe drops. But both that and the Mako's Bite are Pool C/Gold drops that I got from bosses, so they shouldn't count. My Pool A results are therefore 6 recipes in 1708 minion equivalents, or 0.35%. That's about 1/8 the expected rate of 2.66%.
Test server, "Defeat all Clockwork at Factory" (Board Train), the regular mission from Unai Kemen, no Flashback, no teammates, Difficulty set at +1/8/yes/no, done by Clocker, a level 50 Stone/Stone Tanker.
Code:---------------------------------- Archie Gremlin's Drop Stats v0.3.1 http://www.glasspaw.com/dropstats/ ---------------------------------- Type DropRate Drops Expected Mobs -------------------------------------------------------- Pool A 0.41% 7 34-60 1708 minion equivalents Salvage 8.30% 127 103-145 1530 minion equivalents -------------------------------------------------------- (Table excludes mobs of unknown rank and their drops.) (1 in 20 runs will be outside the expected range.) 1364 rewarding mobs defeated 129 bosses and elite bosses 289 lieutenants 743 minions 203 underlings (XP only) 1364 inf/debt rewards 8203655 inf 44000 debt 7 Pool A recipes (Mob Defeats) 3 uncommon and rare recipes Blood Mandate: Dam/End (Recipe) Enfeebled Operation: Acc/End (Recipe) Mako's Bite: Acc/End/Rech (Recipe) 4 common recipes 127 salvage 2 rare 22 uncommon 103 common 11 single origin enhancements 414 inspirations (11 tier 3, 133 tier 2, 270 tier 1, 0 special) 1 other drops Expedient Reinforcement: Resist Bonus Aura for Pets
-
Steps PMd. "Defeat all Clockwork at factory" from Unai Kemen, normal mish (not Flashback), solo (no padders or anyone else), difficulty +1/8/yes/no. In around 1500 minion equivalents I got 4 Pool A recipes, a drop rate of just under 1/8 the expected rate. I included the mission, difficulty, map, mobs, and every other detail I could think of. I did this on the Test server, so it should be something you can reproduce. If you can't reproduce it, you can at least datamine my results. I included the dates of the mission, so you can verify that your logs match my data for mobs defeated and rewards earned. If that's not enough, we can meet in-game, and I'll PL you. You'll be able to see the rewards for yourself.
-
Quote:Nope, on the test server, so no SG. And this was a regular Unai mission, no flashback involved.Were any of you who saw this bug in AE or super group mode?
I couldn't easily get the perl from cygwin to work, so I installed the recommended one. Here are my stats from a long mish last night.
Code:---------------------------------- Archie Gremlin's Drop Stats v0.3.1 http://www.glasspaw.com/dropstats/ ---------------------------------- Type DropRate Drops Expected Mobs -------------------------------------------------------- Pool A 0.29% 2 11-28 687 minion equivalents Salvage 8.45% 52 37-64 615 minion equivalents -------------------------------------------------------- (Table excludes mobs of unknown rank and their drops.) (1 in 20 runs will be outside the expected range.) 537 rewarding mobs defeated 55 bosses and elite bosses 117 lieutenants 288 minions 77 underlings (XP only) 537 inf/debt rewards 3365703 inf 2 Pool A recipes (Mob Defeats) 1 uncommon and rare recipes Enfeebled Operation: Acc/End (Recipe) 1 common recipes 52 salvage 1 rare 7 uncommon 44 common 4 single origin enhancements 135 inspirations (3 tier 3, 42 tier 2, 90 tier 1, 0 special) 0 other drops
-
I tried dropstats, but got the following:
$ perl /cygdrive/c/drop/dropstats.pl game/chatlog\ 09-20-2009.txt
----------------------------------
Archie Gremlin's Drop Stats v0.3.0
http://www.glasspaw.com/dropstats/
----------------------------------
Illegal division by zero at /cygdrive/c/drop/dropstats.pl line 178. -
UberGuy, there are lots of things that can mess up the datamining. If there's something wrong with the final choice of who to give a drop to, then data-mining may indicate things are being dropped when they really aren't. For example, if the "spawn for 8" difficulty fills the team up with 8 chars who aren't really there, they may be the ones getting the drops. In my case (6000 mobs at level 53), the game may log that it's giving me a Crushing Impact, but then give me nothing because it doesn't hand out level 53 set IOs. It may also be a problem that only affects certain people, like those who fight at particularly high level or against very large spawns. That's a small percentage of the population, so the reduced drops there may be lost in the noise of everyone else. The Devs would need to do some different data-mining to figure out these sorts of things. Like mine just solo people, or mine just missions run at level+3, or things like that. But even that won't help if the data being mined is wrong, as in the first example.
Nord, could you try some different settings? Like try mobs at +1, +2, or +3 if you can manage. Your results for even level mobs look fine, so it'll be obvious what's wrong if you change something and the recipes stop.
badchad, in Cimerora the mobs spawn with fixed sizes and levels. I don't think your difficulty affects that at all. But certainly try farming the wall at significantly different difficulties and see what happens. If you're getting fewer recipes than normal and you have your difficulty to be spawn for a team of 2, they may be linked. Change to spawn for a team of 8, and see if the recipes stop.
Archie, the info in my original post should be sufficient for the Devs to track down the problem. Under virtually identical circumstances, the drops were significantly different. The main difference was getting big spawns using the difficulty slider versus using offline padders in a Flashback. In both cases I was solo, but the game internally has to recognize the difference. Somehow that appears to make a difference in handing out recipes. -
I started a new thread HERE describing my results, as the devs seem to be reading that forum. I've PLd a char from 1 to 31 so far, using the same map and same settings (level +3, spawned for 8). I've defeated over 6000 mobs based on the Prestige I've earned. In all that time, I've earned 4 recipes, and 3 of those were costume drops. For all I know, someone gifted that last recipe to me while my lowbie was outside the mission, because I stopped checking after a while. Drops are broken. I've asked for more input in that thread.
-
I've been PLing a char. The level 50 farmer is set for +3 level mobs and missions spawned for 8. I get big spawns of level 53 mobs. I have PLd another char from level 1 to level 31 since Update 16 went live in one of Unai's missions. That's over 6,000 minions, based on the amount of Prestige I've earned. While defeating those 6,000 minions, I have earned a total of four recipes. Three of those are costume recipes (which aren't in the regular drop pool), and one was a common IO. I don't know the circumstances of how I got that common IO, as I had given up checking for recipes after a while. For all I know, some generous level 50 char slipped it to him while he was standing around outside the mission. I've gotten reasonable amounts of XP, Inf, Salvage, Inspirations, and Enhancements.
In order to test this with a control, I tried the same Unai mission under 2 similar circumstances. I have a level 50 Tanker in a Flashback that was started with 8 chars, so he gets full spawns. I set his difficulty to +1 mobs so I would get level 51s. I was the only person in the flashback logged in. Defeating ONLY minions, he got 2 Uncommon Recipes after defeating a total of 184 minions. That's a very small sample, but that's around the expected rate. I didn't see a need to get a larger sample.
I then copied my char to the test server (running the same version as live). I wasn't in the flashback, but I just so happened to have the exact same Unai mission as given by him normally. I set my difficulty to +1 mobs, spawned for 8. So I was on the same map, fighting the same mobs, at the same spawn size (spawned for 8), at the same level (51), with me being the only char in the team. I defeated 774 minions only, and I only got a costume recipe. Again, costume recipes come from a different drop pool than regular recipes. In the good old days, I would have gotten on average 15+ Common, Uncommon, and Rare recipes.
So it looks like increasing the team size completely shuts off regular recipe drops under some circumstances.
I have heard many other people make similar claims, some with numbers to back them up, but I haven't heard anything from the devs one way or the other as to whether or not drops are broken. Does anyone have any further information on this? -
As I was deleting spam emails yesterday, I saw something that caught my attention. One of the sites is now selling Inf in 10B blocks. So yes, prices have seriously gotten WAY out of hand.
-
This thread may come in handy when I16 goes live, if people want to compare drop rates.
-
I'm curious, what level set IOs do you get when you're fighting 48s? I've always farmed 50+ mobs, and I've always gotten level 50 recipes. Given the sometimes significant price drop on some recipes going from 50 to 49, plus the significant loss of Inf from defeats, I don't know that the drop in income is worth the trivial difference in difficulty. Sure you'll do 20% more damage versus 48 mobs, but does that means you'll defeat mobs say 20% faster?
-
In the Market forum, we refer to that as crapping. It's a combination of crafting and flipping.
NEWS ALERT: Mod8 seen crapping in the Market Forum!
For the same reason that a redname (CuppaJo?) long ago posted that nearly anything goes in a PvP zone, it would be REALLY nice if a redname could do the same about the Market. It's silly how many people complain about flipping and other Market PvP tactics, and a stickied comment from a redname would go a long way towards managing expectations when it comes to the Market. Though granted some people would be rather unhappy to see that Market PvP is condoned. -
Quote:Here's my slotting on my Bots/Traps AV soloer.Heya folks, i'm thinking of slotting this and the other resist/def special IO's into my Tier 1 pets (Battle Drones) - that way i can slot my stronger Bots with good sets.
Sound thinking or bad idea?
Battle Drones
Blood Mandate Acc/Dam
Blood Mandate Dam/End
Blood Mandate Acc/Dam/End
Sovereign Right Acc/Dam
Edict of the Master: Def Bonus
Protector Bots
Blood Mandate Acc/Dam
Blood Mandate Dam/End
Blood Mandate Acc/Dam/End
Sovereign Right Acc/Dam
Common Defense IO
Common Defense IO
Assault Bot
Blood Mandate Acc/Dam
Blood Mandate Dam/End
Blood Mandate Acc/Dam/End
Sovereign Right Acc/Dam
Every bot gets the 3 Blood Mandates and Sovereign Right for ED capped Damage and about 74% Accuracy, plus some END Reduction. That's about maximum return for minimum slots. I usually have one or two Acid Mortars out at a time, plus there's Supremacy, so the Drones don't really need to have capped Accuracy.
Actually I think I replaced the Defense IOs in the Protector Bots with Enzyme HOs. Why? That's an exercise for the reader. I didn't bother with the unique Resist IO. Most of my bots have soft capped Defense (Maneuvers, FF Generator, Defense IO, and Protector Bot bubbles), so they rely on not being hit. The Protector bots have a long recharge on their Heal, and it's big enough already that I don't bother slotting it. Plus I have Heal Other (which I do slot well). -
You're not certain they're wrong? Or you're not certain they're good enough? Don't worry, that's a rhetorical question.
Quote:My memory of past measurements done by other people in trying to quantify archetype populations is that sometimes it generated significant differences between servers. Whether that represents an actual skew between servers, or simply the large statistical fluctuations inevitable in these kinds of measurements is an open question.
Ditto for the time, but moreover I think there is another potential for skew here that is larger, and again may skew significantly by player type. Player populations may have significant cyclical beats to them congruent with things like timezone and work hours. The problem here is that since some players play for less time than others, the more casual players might cluster more.
All that said, there's no reasonable way players can measure that. The best we can do is /search under a lot of different conditions and gather a lot of data.
Quote:Ah, I should have elaborated. In my head I was wondering if placing alts in each zone and using /whoall might be a simpler way to collect the statistics than using /search, as /whoall would allow an automated script to capture the statistics from chat logs.
Quote:My lean is towards thinking that 24 people playing 24 blasters for one hour each represents a higher level of popularity than one player playing 24 blasters, for reasons similar to Zem's. You're looking at popularity in terms of representation: given a single player looking at the current character population, which archetypes do they encounter more. I'm inclined to look at popularity from the perspective of "for each player, which archetype do they prefer to play more." In other words, I think I buy Zem's "one player, one vote" position more: regardless of the amount of time that each player plays, if they play at all they get one vote. If someone plays blasters 90% of the time, and tankers 10% of the time, they generate 0.9 votes for blasters and 0.1 votes for tankers, regardless of hours of play.
I'm not sure that's the "right" perspective, but it feels "righter" than the time-weighted one to me at the moment.
Quote:Technically, I think the devs (at least theoretically) collect that statistic, although its not a stat that I have any insight into, except insofar as I believe the datamining they do intrinsicly contains that information, given what Castle said about blasters (that they underperformed in or out of teams).
Anyways, it should be fairly easy to collect, and it might be informative.
If anyone does want to collect data and post it here, I recommend including the following info: Server, Date, Time, Day of week, AT count for heroes and villains. If you want to go the extra mile, include %teamed for each AT. -
Quote:Actually, a couple of assumptions make this a lot easier. Granted the assumptions are wrong, they're close enough for government work....it seems to be within the capabilities of a player (a crazy player, perhaps).
The real problem is you'd need to measure all of the servers, or at least several of the most populous ones, and most or all of the zones, at least several times a day, for probably at least a week, to get a reasonable sample.
Since we're looking at relative preference, the sample size doesn't really matter (except that bigger is better). We don't need to check every server, as we can assume they're all roughly the same. This is wrong as there's likely a preference for solo or small team oriented ATs on lower population servers. But as long as we check a few high and low population servers, we can quantify it.
Similarly, time doesn't matter. Again wrong in that low population times of the day will likely have a preference for solo or small team oriented ATs. This probably applies to weekly cycles as well. But quantify it and then ignore it.
And zone? Who cares what zone characters are in???
As to your hypothetical question, I'd say "time played" as indicated by /search snapshots and total counts is really all that matters. Who really cares if there is a single person playing a Blaster 24/7 or 24 different people playing an hour at a time. If I'm putting together a team, I see 1 Blaster and 1 Tanker. If I happen to see 24 Blasters and 1 Tanker, that tells me Blasters are MUCH more popular.
Actually another stat that might be worth recording is what percentage of each AT is teamed. I expect to see Defenders and Controllers teamed a lot more often than say Scrappers.