UberGuy

Forum Cartel
  • Posts

    8326
  • Joined

  1. UberGuy

    Purple Drops

    It's unlikely that you're doing anything wrong. They are, as described, very rare.

    On average, they appear to drop at something like once per five thousand mobs defeated. Note that this is not entirely accurate, as different ranks of mobs have different chances to drop recipes, and the metric above was across at least a mix of both minions and LTs. However, it's a decent rule of thumb.

    And of course its important to bear in mind that a 1:5000 probability doesn't mean anything like you're guaranteed one purple every 5000 mobs.

    Finally, if you team a lot, each mob drop only goes to one person. Teams certainly defeat a lot of mobs, but not enough to make up, for example, for a team of 8 meaning that 1/8th of the drops goes to each player (on average). Sadly, the best way to ensure good drop density (in general, not purples specifically) is to defeat stuff solo.

    I play solo a lot, and do what I'd call "light weight" farming relatively often, and I have gotten maybe 20 or so purples across all my eligible characters. Given how many things I'm doing "right" to optimize my odds of getting them, I think that shows how rare they are.
  2. Quote:
    Originally Posted by Cobra_Man View Post
    With Fulcrum Shift apparently being nerfed shortly, I don't think that Fire/Kin will be the best choice.
    Yeah, as CC said, the change that's coming isn't going to make much difference. The way the farmers I know play, they'll still be at the damage cap.

    I'm not saying a Fire/Kin is the way to go. I'm just saying this change isn't a very big factor in the consideration.
  3. Well, it's been a while since I hit this benchmark. Since I achieved it, I purpled out my Dark/Dark Corr, which was pretty darn expensive when I did it - it cost me about 1B inf. However, I made some profit along the way and ended up with about 1.5B on her.

    Of course, I had two other characters listed who were tantalizingly close to 2B, and I just couldn't resist getting them to the mark too. So here's my first simultaneous Inf Capping. My Stone/Fire Brute and Nightwidow. As you can see, my Widow's not technically capped yet - but the results of claiming that LotG sale will require a tad of inf juggling if I don't want to drop a few million off. The Brute's last sale was far more modest - a 5M crafted Doctored Wounds that was only about 1M over the cap. (Yes, I saved it.)

    The Widow is actually mostly purpled, shy just one set I still want. The Brute is going to get a pretty complete overhaul. I plan to wait a while on both, until I16 gets a chance to settle in, on the gamble that purple prices may actually fall some.

    By the way, it turns out I mean "simultaneous" a bit more literally than might be usual. The two characters are on separate accounts.
    (If your looking for the inf counters, they're hyperlinked above. The picture below is just a smaller image to show the two characters online together.)

  4. UberGuy

    Old Faultline

    Old Faultline is an old version of the map that's no longer accessible. However, all badges from the old version were brought forward to the new version, just in slightly different locations to account for the updated map layout and geometry. So all those badges are still available.

    To find them, just use the locations for the new/current Faultline badges with the same names.
  5. What reaching the softcap does, effectively, is reduce the foe's statistical average damage against you to 10% of what it would be normally. This result comes about because of the interactions between accuracy and defense (and toHit). Here's the fairly fully detailed version of the math for things' chance to hit a target.

    HitChance = AttackAccuracy*(BaseChance-TargetDefense-DefenseDebuffsOnTarget+SelftoHitBuffs-SelftoHitDebuffs)

    HitChance can't be smaller than 5% or bigger than 95%. Of interest, however, neither can the part in parenthesis.

    For players attacking even-mobs, BaseChance is 75%. For even-level to +5 level mobs attacking players, BaseChance is 50%.

    For a player, AttackAccuacy is PowerAccuracy*(1+SlottedAccuracy+AccSetBonuses). For a mob, AttackAccuracy is PowerAccuracy*(1+LevelBonus)*(1+RankBonus)

    Mobs get accuracy bonuses for being higher level than their target and for being ranks above minion.

    Let's simplify some of those terms out. We'll say this is a +2 minion mob attacking a player. We'll assume no toHit buffs or debuffs in play. Let's give the mob one attack that has a 1.0 base accuracy. A +2 critter has a +20% accuracy bonus. That simplifies the math for when this critter attacks us down to this.

    HitChance = 1.2*(50%-TargetDefense)

    Now, initially, if we have no defense effects that work against the mobs attacks, TargetDefense will be zero. That means that the mob has a 1.2*50% = 60% chance to hit with each attack. Let's assume this attack does 100 damage every time it hits. It's going to hit you 60% of the time, so over many, many attacks, the average damage the foe delivers to you is 60 damage/attack.

    Now lets turn on some defense toggles. Let's start with 10% defense that works against the mob's one attack. Now the mob's hit chance looks like this.

    HitChance = 1.2*(50%-10%) = 1.2*40% = 48%

    So the attack hits 48% of the time. It still deals 100 damage per hit, but it misses more, and the average damage per attack drops down to 48.
    Let's look at what happened in terms of ratios. The new average is 48 and the old one was 60. 48/60 = 0.8 = 80%. Increasing your defense by 0.10 absolute reduced your foe's new over old average damage output by 100%-80% = 20%.

    If we play with different defense values, we'll find that this ratio holds constant. No matter how much accuracy is involved, increasing your defense by 0.01 (usually called 1%) reduces the ratio of average damage foes deliver to you by 2%. If this holds true, then reaching the defense cap (+.45 defense) should reduce our foe's average damage by 2*45% = 90%.*

    Let's get back to the softcap question. Lets say you turn on additional powers and bonuses and your poor +2 mob finds himself looking at 65% defense against his one attack. (Impressive toggles, eh?)

    HitChance = 1.2*(50%-65%)

    Now, it looks like the quantity in parenthesis is going to go negative, but it can't. I mentioned before that the smallest it can be is 5%. So...

    HitChance = 1.2*(5%) = 6%

    Old average damage was 60, new average damage is 6. 6/60 = 0.1 = 10%. So when you're at the defense softcap, your foes' ratio of average damage is reduced by 90% when compared to you having no defense at all.

    The 5% "floor" on the parenthetical value is where the 45% softcap comes from. Since mobs below +6 levels to you don't get to toHit bonuses, more than 45% defense in the parenthesis is overkill versus most foes, because 45% is what you need to drive that parenthetical quantity to 5%. Of course, if you go back up to the more complicated version of the HitChance formula I showed near the top of this post, toHitBuffs on your opponents or DefenseDebuffs on you can change how much defense you need to drive the foes to 5%.

    I know that was long. Hopefully it was at least a little clear.



    *This also works in reverse. If something reduces your defense by 0.01 (1%), it increases the ratio of average damage you sustain by 2%. Since the parenthetical value caps at 95%, this means foes can increase their average damage against you by as much as 2*45% or 90%. Letting enough Cimeroran traitors hit you in a short time can mean they start dealing 1.9x as much average damage against you, which can get pretty ugly.
  6. Quote:
    Originally Posted by Smurphy View Post
    I nominate Ragman as an, undoubtedly, impartial supervisor. I would like to stake my reputation on him being a fair and honest Czar who would do nothing but think of the super wealt--I mean the casual player.
    I nominate Nethergoat as our ambassador to Ireland.

    It has nothing to do with the OP, but it fits in other ways.
  7. Quote:
    Originally Posted by Cardiff_Giant View Post
    Heck IDK, it's just some food for thought - so to speak. Something to tide you over - while you're busy banging your heads on the walls of the Cargo ship map, *shrug*
    One reason I'm still bothering with testing this is that measured solo drop rates still did not match live values. They also did not match live values if one created an actual team and then soloed it. Both tests indicated that this was a universal change to drops, even if it wasn't consistent by team size.

    Another reason I'm still bothering with testing this is that we were explicitly told by pohsyb in closed beta that neither "virtual" team size nor foe level settings are supposed to affect drop rates. Above and beyond that, we were explicitly told by Synapse that there was no intended change to drops at all. That means that we need data to show the devs if the drop rates actually have changed.

    Even if the devs did intentionally reduced drop rates for virtual teams, it should be in the patch notes. This is not an exploit fix. People like are posting in this thread would be basically wasting dozens of hours testing something that's working as intended. In fact, I posted several times on the closed beta forums how the devs really should let us know if there was any intended change here just on the basis of how much time would be needed to get good data. It took them a while, but they did get us that response.
  8. Quote:
    Originally Posted by Lakanna View Post
    Can anyone who build a log parser find a place to host it? I'd love to use it to continue to gather more testing date, but don't know enough to build one myself.
    You can find mine here, but it's kind of a hack job. You need a Python interpreter that can run Python 2.5.x. (You can find one for Windows here.) If you know what you're doing, it might work under Python 2.6, but I haven't tried, and it will probably complain of deprecated language usages.

    I've done all my drop testing with Nemesis, and the parser is mildly hard-coded to recognize only Nemesis names. (It looks to see if the defeated critter was a boss or LT, and if it wasn't, it assumes it was a minion.) Since Python is fairly easy for someone with a bit of programming experience to read, it's not too daunting to expand the parser's horizons. The critter and salvage name lists are pretty obvious and wouldn't be hard to modify with a text editor. The rest of it should work pretty generically, as far as I know. The code isn't going to win any beauty contests, but hopefully it's not real buggy.

    It's meant to be run from a command prompt, like so:

    python dropParser.py file1 file2 ... fileN

    It will read the files in the order provided and treat them as one long stream of data.
  9. Quote:
    Originally Posted by Bionic_Flea View Post
    Question for the statistically inclined: At what point do we have enough data?
    If you look at the spread in the confidence intervals in my last post, it's still pretty wide in terms of percentage of the presumed live drop rates. The minion value ranges from about 50% to about 120% of the presumed live probability, for example. This makes sense, because the presumed "real" values are quite small - 2.333% chance for a minion - so small uncertainties represent a big chunk of a small "real" value.

    That's for about 1100 minions. I'd like to shrink the confidence interval by a factor of 2 or so, which (assuming I correctly understand how to estimate this) is going to take about 4x as many samples.

    Quote:
    Well, I take that back . . . a bit at least. No one, to my knowledge, has compiled boss drop information. So bosses may or may not also be a problem.
    Indeed. I'm just not sure how much bosses actually contribute to supplies on live. Actual farmers likely eschew them and soloers don't see that many of them. That leaves teams big enough to get spawns every time, or (post I16) high-end soloers who can take on spawns large enough to get frequent bosses.
  10. I set about figuring out the confidence interval math for these trials, and the LT values definitely do look suspicious.

    Edit: I switched from normal approximations to the math from the calculation page noted earlier.

    Using the same data set I last pasted above, I now get this.

    Code:
    Defeats:
            Minion Defeats: 1099
            LT Defeats: 354
    Recipes:
            Minion Drops: 23, Rate: 2.093% (95% in range 1.331%-3.124%) (49.919%-117.142% of expected)
            LT Drops: 10, Rate: 2.825% (95% in range 1.363%-5.134%) (25.552%-96.254% of expected)
    Salvage:
            Minion Drops: 76, Rate: 6.915% (95% in range 5.487%-8.579%) (68.586%-107.243% of expected)
            LT Drops: 29, Rate: 8.192% (95% in range 5.555%-11.553%) (52.208%-108.584% of expected)
    As indicated, there's a 95% confidence that the intervals shown contain the actual drop rate.

    Drop probability info on ParagonWiki falls within the 95% confidence interval for every calculation except the LT recipe rate, though it's close. More samples should help close up the ranges, though it unfortunately shrinks roughly with the square root of the sample size.
  11. Continued testing on same settings: Bosses, -1 foes, 6-person effective team size. Edit: AVs are off (none on the map)

    Code:
    Defeats:
            Minion Defeats: 1099
            LT Defeats: 354
    Recipes:
            Minion Drops: 23, Rate: 2.093% (78.480% of expected)
            LT Drops: 10, Rate: 2.825% (52.966% of expected)
    Salvage:
            Minion Drops: 76, Rate: 6.915% (86.442% of expected)
            LT Drops: 29, Rate: 8.192% (76.993% of expected)
  12. Since there's been a patch since I started this, and I switched to bosses enabled, I started a new data set.

    My goal is to get to around 2000 minions, with however many LTs that works out to. I'm running -1 Nemesis set to a team size of 6.

    My data so far. (There were bosses on the map, but I skipped them, just defeating their buddies.) I'll just keep updating this data set with additional runs.

    Defeats:
    Rank: Minion, Defeats: 530
    Rank: LT, Defeats: 176
    Recipes:
    Rank: Minion, Drops: 11, Rate: 2.075% (77.830% of expected)
    Rank: LT, Drops: 7, Rate: 3.977% (74.574% of expected)
    Salvage:
    Rank: Minion, Drops: 43, Rate: 8.113% (101.415% of expected)
    Rank: LT, Drops: 15, Rate: 8.523% (80.101% of expected)

    As an aside, a new change with I16 is that Nemesis spawn snipers on outdoor maps. I always wondered why they didn't before. What's interesting about it is that they seem to replace minions, not other LTs. Because of this, I've gotten spawns with as many as 5 LT+snipers. That's a lot of Vengeance. Even if you defeat them in a smart order, the last couple of guys hit hard. And these are -1s.
  13. I have had bosses off, but I could easily turn them back on, since I've been skipping their spawns anyway.
  14. Hm, OK, I definitely need to add some data to my collection. With what I have I'm coming up short of Wiki percentages on both ranks. I need about four times as many kills as I have currently to feel good about the numbers I'm getting though.
  15. Quote:
    Originally Posted by UberGuy View Post
    It dawns on me to wonder if LTs might have a zero drop rate, but I think then that my results end up high enough (over expected) to be suspect.
    OK, I've gotten a parser working. Using it, I've validated that I have gotten recipe drops from LTs.

    In case anyone can see anything wrong with this idea, here's how the parser works.

    • It reads the chat log line by line.
    • It starts looking for a "You have defeated" line.
    • When it finds a defeat, it notes the critter and switches to looking for an inf reward line.
    • When if finds an inf reward line, it notes that inf on the most recent defeat, then switches to looking for drop lines until it finds a new defeat line.
    • When it finds drops before a new defeat, it appends them all to a list on the most recent defeat.
    • When it finds a new defeat, it starts over at looking for an inf reward line.
    When the whole process is complete, I currently just go over the list and print all the defeats that had non-empty drop lists. My goal is to use it to break out the drop percentages per rank.

    This approach is only reasonable for parsing a log of solo play. On a team you can defeat mobs that give their drops to other people, and you can get drops from mobs that other people defeat, so it's basically impossible to correlate drops and defeats. It might be possible if you merged logs from every player on the team, but I would expect things like different latency for different players to be a problem, since message order is important. (I don't even always see a defeat line for all mobs on large teams.)

    Even solo, I think there is a small chance for incorrect parsing, because things like DoTs can mean mobs are defeated in the middle of your drops being reported. However, this seems unlikely in practice, as I can't find any examples of another message being interwoven between the defeat+reward lines. Since it doesn't seem likely to happen and I don't know of a good way to deal with it, I'm basically ignoring it.
  16. Quote:
    Originally Posted by EarthWyrm View Post
    The most striking thing, to me, is that this really does come out to almost exactly what we would expect. Archie's speculation about lieutenants being a big piece of the problem may be correct. Does the drop rate on this map skew downward when the team size is raised and there are lieutenants in the spawns?
    Real Lifeā„¢ has kept me from working on this for the past few days, but working with this theory, my data from runs already gathered would be much closer to expected drop rates if my LTs had something like a 0.5% or 1.0% drop chance.

    It dawns on me to wonder if LTs might have a zero drop rate, but I think then that my results end up high enough (over expected) to be suspect.

    I've been avoiding trying to do this, but I might go back and try to parse my chat logs and try to determine the drop rates by rank.
  17. Quote:
    Originally Posted by Prof_Backfire View Post
    I hear Hamidon has unresistable KB attacks as well. Enough to send a rooted Granite tanker flying anyway.
    That's not correct. The problem there is that Granite has mag 10 protection with no resistance. You need more than mag 12 protection if you have no resistance.

    I have characters with mag 10, 10,000% resistance who are fine, and characters with mag 13 protection who are fine. The latter are very occasionally knocked back if they are double-tapped with a mito attack, but that's it.
  18. Others have covered this, but those powers aren't a reason to make a Regen. Think about what you can already do on a Regen and then consider what % increase over that base these powers offer you.

    This sort of thing goes best on powersets like SR, Shield, or even Invuln or Electric. Why? Because (except for I16 /Elec) they already have good damage avoidance/reduction powers but no inherent +regeneration and no self heals. Bumping up their regeneration even slightly can represent a big increase in the raw DPS they can sustain, because their defense/DR can cut down that raw DPS to much smaller levels.
  19. Quote:
    Originally Posted by Westley View Post
    I'd say all of those are work. I suppose you're right, and it does have to do with goals. I don't have any goals aside from having fun and wasting time. If I level up, great, that's just a bonus, if I get a "nice drop", great, that's just a bonus, but I just play to PLAY... I don't play with a goal in mind.
    I always have a goal in mind. If I don't, then I have no motive to play. It's not that playing isn't inherently fun, but in order to stick with an activity I require something to move towards, even if its a distant point on the horizon. if I don't have a goal in this game then some goal in some other interesting/fun thing will take precedence, and I'll do that for fun instead.
  20. Quote:
    Originally Posted by Fleeting Whisper View Post
    I believe BAB's KO Blow exceeds 12, as do the UXBs during Rikti raids (or the exploding grates on the mothership)
    UXBs and raid bombs also seem to be unresistable. I have no idea what mag it is - it will send someone with mag 13 proection flying.
  21. Quote:
    Originally Posted by Chaos Creator View Post
    I don't know why but I find that freaking hilarious.
    Indeed, that's awesome.
  22. Quote:
    Originally Posted by LuxunS View Post
    One question, what's the underling drop rate if there is any... I'm coming across lots of monkeys ><
    I am pretty sure their drop rate is zero.
  23. Quote:
    Originally Posted by Electric_Requiem View Post
    From what I've seen so far CoX server population has been down lately...how much of that is the CO beta and how much is a natural lull I'm unsure.
    Another couple of potential factors are I16 beta, which leeches people off of live, and the start of the school season in the US.
  24. Quote:
    Originally Posted by Archie Gremlin View Post
    I'm a little worried that people might be reporting runs with suspiciously low drop rates but not the ones with normal or unusually high rates.

    If you do a test run, please post it here whatever the result is. Thanks. Don't forget to tell us how many mobs you defeated and at least roughly how many were lts or bosses.
    Indeed.

    My recommendation is to pick a testing method (Cim wall, particular mission, etc.) and repeat it a lot, going for 1000 or more total defeats. No matter how many times you run it, report your cumulative info. So if you run a mission five times, report the total number of defeats and drops across all five, and not the results of just one run.

    If you don't use HeroStats, you can still get information about number of mobs defeated by turning on chat logging. It will record not just chat, but also defeats and reward drops. It's possible to search through and/or parse those logs to count up how many baddies you took out. A good programmer's text editor can do this for you, as can a windows version of grep. You can also count them by hand in something like notepad or word, but it's pretty labor intensive. I recommend automation.
  25. Quote:
    Originally Posted by LuxunS View Post
    Has anyone checked this against how things are currently on live? Just to make sure this isn't something old that has simply been overlooked.
    If you read up a bit, someone took TopDoc's rather epic live statistics and compared them to the drop probability data on ParagonWiki. That lined up, suggesting those numbers are still valid. Also, Synapse has told us there's no intentional change from live drop rates.

    So based on those two pieces of information, it looks like something's bugged.