Farm Drop Rates ~ Myths + Facts

ichigo_panty

ichigo_panty

Krytan Explorer

Join Date: Nov 2006

Exiled And Forsaken[EnF]

Quote:
#3. AoE Slaughter vs Individual Kill.
This almost certainly IS a factor... at least when solo-farming. I have reason to believe that when a lot of enemies die in very rapid succession or simultaneously, that the drops are intended to cycle between the people present to keep it more fair.... but if only one person is there then some drops may not happen at all. There is quite likely a timer in effect on this which resets after a few moments... In other words, killing enemies one at the time should yield better results than AoEing them down.
This code should be active. Every time i farm a mass group and i used SS to drop them at the same time, i often see drops but soon vanishes. Does anyone notice that? When you drop lot of them at the same time, items do drop but soon vanishes. Either it is the work of the loot scale or aoe kill scale.

Quote:
#1. Populace Overfarming.
Myth. Total and utter myth, of that I am certain. Yet it is a totally prevalent one. People complain about certain spots being overfarmed because it is the easiest thing in the world to blame other people because you don't get good drops. I've tested this one a lot... farmed in areas where other people are swarming... and farmed in areas where there is nobody else around at all. In both cases, I've had times where I was getting tons of gold and loot abounding, and others where I got nothing much. Who else was there didn't seem to influence the results at all. Not in the slightest. You can even do the same farm as the bots at Granite Citadel and get just fine drops (provided you don't mind being mistaken for a bot yourself). Need more testing though.

rohara

rohara

Krytan Explorer

Join Date: Nov 2006

Rt/

/agreed

especially this:

Quote:
Originally Posted by SotiCoto
#3. AoE Slaughter vs Individual Kill.
This almost certainly IS a factor... at least when solo-farming. I have reason to believe that when a lot of enemies die in very rapid succession or simultaneously, that the drops are intended to cycle between the people present to keep it more fair.... but if only one person is there then some drops may not happen at all. There is quite likely a timer in effect on this which resets after a few moments... In other words, killing enemies one at the time should yield better results than AoEing them down. i've noticed this whilst spider farming at rilohn and kappa farming outside gyala. nothing like dropping 20+ kappa and only getting 200g

*edit*

see attached images. both taken on a spider run at rilohn - one using SV, one using SS. :O wow...

ArKaiN

Jungle Guide

Join Date: Jan 2007

Lotus Branca[Lbr]

Mo/Me

kappa seem specially dickish about dropping golds.

My Green Storage

Wilds Pathfinder

Join Date: Sep 2006

Arizona

My Blue Storage

N/

I also agree with #3 and the AoE versus Individual killing.

UW I noticed this.
Killing single groups nets me more then killing 2+ groups at a time (E/Me - So AoE is what I do :P)

I also tend to agree with the "Take longer to kill" theory.
I've always noticed this about bosses. The longer it takes to kill them (either them healing or you dying), the better the chance of good stuff dropping off of them.
Mind you, I don't mean every time you slowly kill the boss he'll drop good stuff, but in general of casual "Let's do something else" type farming (When you're just plain tired of farming one area and feel like mixing it up by killing a boss once or twice for the hell of it), even at "overfarmed" areas.

And if you notice, I said "Better Chance" so don't come at me acting like I said He/She WILL drop something good.

Anyway, I'm sure this also has to do with regular foes out and about.

**And yea, the Jade Brotherhood (Especially the Knights) always drop something good and/or often. The Mages .. not so much. Gold armor drops off the Knights pretty good once every other run, 2 in 3 runs.

manitoba1073

manitoba1073

Desert Nomad

Join Date: Jan 2006

ManitobaShipyards Refit and Repair Station

(SFC)Star Fleet Command,(TDE)The Daggerfall elite,(SOoM)Secret order of Magi

[QUOTE=SotiCoto]
#1. Populace Overfarming.
Myth. Total and utter myth, of that I am certain. Yet it is a totally prevalent one. People complain about certain spots being overfarmed because it is the easiest thing in the world to blame other people because you don't get good drops. I've tested this one a lot... farmed in areas where other people are swarming... and farmed in areas where there is nobody else around at all. In both cases, I've had times where I was getting tons of gold and loot abounding, and others where I got nothing much. Who else was there didn't seem to influence the results at all. Not in the slightest. You can even do the same farm as the bots at Granite Citadel and get just fine drops (provided you don't mind being mistaken for a bot yourself).[QUOTE]

I aggree. The only way for it to affect you is if you are in a group farming. otherwise seperate instances dont effect others.


[QUOTE=SotiCoto]
#2. The Anti-Farm Code.
~~ 2a. Zoning Repeatedly.
A-Net removed this. You can zone in and out as often as you bloody well please and it won't influence the drop rates. It doesn't matter if you're killing the first one or ten enemies, or going in there three times per minute. This won't change drop-rate.
~~ 2b. Killing Same Enemies Repeatedly.
Possible, but it seems unlikely at present. While my Necro's efforts always seem to wane over time, I've had other farming runs that show no diminishing returns over time, even when I'm killing just the one group.
~~ 2c. Getting Rares Repeatedly.
If any sort of anti-farm code is in effect, this seems the most likely.... though probably weak at best. With many characters I have had quite a lot of golds initially from farming, and then had them wane to a low level and stay there... and stay there until I haven't had any golds for a while despite killing a lot (for whatever reason). O'course that doesn't stop there being an occasional gold-spike... [QUOTE]

Correction here, Anet always said before HM came out there was no anti-farm code and it was an anti-bot code. However I personally havent seen anything remotely close to an anti-farm code myself.

[QUOTE=SotiCoto]
#3. AoE Slaughter vs Individual Kill.
This almost certainly IS a factor... at least when solo-farming. I have reason to believe that when a lot of enemies die in very rapid succession or simultaneously, that the drops are intended to cycle between the people present to keep it more fair.... but if only one person is there then some drops may not happen at all. There is quite likely a timer in effect on this which resets after a few moments... In other words, killing enemies one at the time should yield better results than AoEing them down.[QUOTE]

Nope cant say that there is one of these, as ive had several golds drop whether i drop the fast or slow.
[QUOTE=SotiCoto]

#4. Loot-Scaling + Hench-Flagging.
As far as I can tell, how much chalk / blue / grape stuff you get is going to be the same irrespective of whether you're solo-farming, 8-group farming, 8-grouping with the herohench parked out of compass range... Hard-mode OR Normal-mode. You will get one person's worth, and that seems to be it.
As for non-scaled stuff... you will get 8 peoples worth if you are the only person in compass range, irrespective of what is flagged outside. Normal-mode and Hard-mode much the same. Alive or dead doesn't matter; only whether they're in range or not.
Just remember though... herohench will take their share of any raw cash you find, no matter where they are on the map and whether they're alive or dead.... so only bring them if you absolutely have to.

#5. Hero/Hench versus Real Players.
The same. Totally the same. If you're in a party of 8, you will get 1/8th the rare drops and the same number of normal drops irrespective of whether the other 7 are meatbags or AI. Any suggestion to the contrary is a myth... Totally. [QUOTE]

I'll have to take your word for this. As im not really looking for loot while with henchies/heros or even people.

[QUOTE=SotiCoto]
#6. Enemy Variety.
Can't really be sure on this one, but I don't think it makes any difference at all. I seem to get exactly the same number of golds, other rares, etc from farming runs with only one type of enemy as I do with every species under the sun.... Only thing enemy variety influences is WHICH items you get (and they will tend to have the same probability of a rare from one to the next).
[QUOTE]

Nope enemy variety has nothing to do with it either.



Now the only real way for anyone to test there drops is simple. Farm one spot not for 1-3 hours, but do it for 7 hours or more. Then you will see what i've seen. That the drops come in streaks.

KartMan

KartMan

Wilds Pathfinder

Join Date: Dec 2006

Grand Line

Plz Use R Instead of Q for [req]

ok I must be wrong about the "prediction" part, I don't know that stuff much since graduation :x
however I still do believe that for a given server, the loot is kind of "spread out" amongst the different instances, Gaile may have said otherwise but it would be only considering the code, like there is truly no "if there is X instances of zone Y then droprate for Y = N/X" or something like this, but the behaviour of their RNG may be unwillingly alterring the drop rate.
That's at least what I'm convinced of ...

cheers

SotiCoto

SotiCoto

Banned

Join Date: Jan 2007

Drazach Thicket

Temple of Zhen Xianren [Sifu]

I've still been getting nothing but chalk drops from the 7 Naga Archers that compose Sstou Swiftscale's group... and I've farmed them quite a lot now.... very slowly.
On the contrary, the hopping vampires and whatnot at the start of Urgoz's Warren are still dropping golds for me on a fairly regular basis... despite most of them being spike-killed (though not all).


As it stands.... I'm not sure quite what to think of the whole kill-timer thing.
I'm inclined to believe that it may get you MORE drops, but not better ones...



And I'm still trying to test an old theory of my own that how close you stand to the enemy when it dies (besides inside / outside compass range) might influence drop-rates.... I believe by default that it is false.... but rather superstitiously I still insist on having the enemy fully within aggro range when it dies.


So... aside from people agreeing or occasionally disagreeing.... are there any other new observations?

Koning

Koning

Wilds Pathfinder

Join Date: Jan 2006

Quote:
Originally Posted by SotiCoto
I'm inclined to believe that it may get you MORE drops, but not better ones... I believe every1 was referring to more drops rather than better drops, at least I was. More white/blue/purple drops and more gold coins dorps. As Anet said, rare drops are excluded in loot scaling.

And I still really believe there is some kind of timer involved in the new loot system...

King's Spectre

King's Spectre

Krytan Explorer

Join Date: Jul 2005

Syracuse, NY, USA

The Amazon Basin (AB)

W/

I agree with OP on #3 even though he didn't agree with me right after HM was released. Ok, you *were* drunk.

http://www.guildwarsguru.com/forum/s...php?t=10146588

Drop *quality* on the other hand, is strange. I suspect that if you made a new account, got the character up to lvl20 in PvP, and got all your skills with factions unlocks that you would have absolutely phenomenal drops for awhile. Maybe that's why we saw crazy gold drops for the first bit after HM came out. Maybe all our "noob" codes got reset.

deluxe

deluxe

Desert Nomad

Join Date: Feb 2006

Monkeyball Z

S.K.A.T. [Ban]

Mo/

Alright, my tests prove enough for me.
In the first screenshot, I lowered all foes till they only needed 1 more hit from SF. Then I (fiery)axed all of em to death one by one, resulting in decent drops.
In the second screenshot I just smash em all to death at once, resulting in crap drops. This is not just a "one-time" experience i have, i tested this thoroughly.

(by the way, the reason the killcount on 1st screenshot is higher is because i killed another mob on the other side to test, they also dropped higher than normal when you kill at once)



strcpy

strcpy

Desert Nomad

Join Date: Jul 2005

One of Many [ONE]

Quote:
Originally Posted by KartMan
however I still do believe that for a given server, the loot is kind of "spread out" amongst the different instances,
In order for that to occur one would need to keep track of it - I'm sure the programmers are quite aware of if they do this or not.

Quote:
Gaile may have said otherwise but it would be only considering the code, like there is truly no "if there is X instances of zone Y then droprate for Y = N/X" or something like this, but the behaviour of their RNG may be unwillingly alterring the drop rate. Even simple crappy random generators do not work in such a fashion. We know of a few of the Anet programmers and know they have been in gaming for years. Even back when I was doing similar stuff in college (95 or so) it was fairly well understood what the different RNG's could and could not do.

You may have some form of a pattern if they made such a terrible choice even an undergrad in CS would not do it, but then you only get somewhat regular lows and highs, not some form of drop quality lowering based on how many instances of an area you have going. Even lets assume that it uses that as a seed - it *still* will not dictate that even if they just use a plain "rand" from the languages standard library (and game programmers have quite a few good standard RNG's at their disposal). They would have to have tailor made a RNG that did so, and once more the programmers would be quite aware of this.

Quote: Yeah... I don't remember much about that. I think I totally misread what you were talking about... That might have been after I came back from work having drunk a bottle of wine that time.... ^_^;;
Sorry about that.

Quote:
That's at least what I'm convinced of ... You may want to go re-read how RNG's work and look at the math a bit. Scaling the quality of loot down from the number of instances, how many critters you killed, how fast you killed them, and any thing consistently non-random is not the RNG's fault - it would have to be specifically coded to do so. A bad RNG would make it such that you would know when your "bad luck" and "good luck" streaks were coming and adjust accordingly - not consistently shift luck up or down.

There are three cases - one they are lieing, two they are mistaken, three they are correct and we are seeing patterns that do not exist. Of that, option three is the most likely. Though in the case of how fast one kills things I do not think that Anet has said anything about it specifically so it is still in the "who knows" category and I would that one would be much easier to put into the "bug" category - it isn't necessarily something that would have to be kept track of and *could* very well be caused by something like a seed for the RNG.

lord_shar

lord_shar

Furnace Stoker

Join Date: Jul 2005

near SF, CA

Quote:
Originally Posted by deluxe
Alright, my tests prove enough for me.
In the first screenshot, I lowered all foes till they only needed 1 more hit from SF. Then I (fiery)axed all of em to death one by one, resulting in decent drops.
In the second screenshot I just smash em all to death at once, resulting in crap drops. This is not just a "one-time" experience i have, i tested this thoroughly.

(by the way, the reason the killcount on 1st screenshot is higher is because i killed another mob on the other side to test, they also dropped higher than normal when you kill at once)



I've also personally confirmed this using mass-AE kills vs. individual kills. In each case, mobs which were mass-slaughtered dropped considerably less, while the opposite held true when they were killed using triggered non-AE effects like VWK, Sliver Armor, etc...

Conclusion: ANET rewards serial killing, but not mass-genocide

taurus999s

Ascalonian Squire

Join Date: May 2007

N/

Excellent thread. What are some of the better class or builds to kill swiftly one at a time?

Fresko21

Pre-Searing Cadet

Join Date: Oct 2006

Athens, GA

Zombie Unicorns

Mo/N

Populace overfarming used to be a fact, but it's been changed for some time now. The best example was the Shiroken farming outside of Harvest Temple. I was doing it when it was new, and it was by far the most productive run I had ever done. Averaged at least a gold per run, and 2-3k in gold and merchable items. Once it became the "Flavor of the Month" farm, I never hit 1k in gold or items, and gold drops were rare. That wasnt even due to the old farming code, that would be after a few days of not even going to Harvest Temple when I should have been getting drops, but the Temple was full of solo farmers.

I dont believe there's any overpopulace farming code anymore, but it was real, and very noticeable if you checked the flavor of the month builds.

Ive noticed the AoE vs single kill drop rates, but it never really hit until I read this thread. Ill be taking that into much consideration from now on when farming, as you can usually do your runs in the same amount of time, and if you cant, it takes just an extra minute or so.

ArKaiN

Jungle Guide

Join Date: Jan 2007

Lotus Branca[Lbr]

Mo/Me

Quote:
Originally Posted by taurus999s
Excellent thread. What are some of the better class or builds to kill swiftly one at a time? sure, 55 with spoil victor.
I am a few days late in this post, but wanted to add my .02

I agree with the OP Populace Overfarming point, that it does not affect drops. However, I think what Kartman is saying here is not that he thinks there is an intentional reduction based on the masses farming, but an unintentional one, based on code not performing as intended. And there well could be some validity to this.

I think another factor that isn't considered is that I think certain areas are in effect impacted by the masses indirectly. I think that ANet DOES nerf certain areas that become popular. I think they do it for a Major and a Minor reason. The Major reason is bots, most popular solo farm spots are also popular bot spots. The Minor reason is the solo farmer. I think they justify nerfing the overall profitability of farming an area based on eliminating profit to bots, then also think... "hmmm we will also kill a popular solo spot therefore improving (NOT) the economy". That is my theory on the drop in quality in certain areas that become very popular to farm.

SotiCoto

SotiCoto

Banned

Join Date: Jan 2007

Drazach Thicket

Temple of Zhen Xianren [Sifu]

Quote:
Originally Posted by My Green Storage
You know, I think I had dumb luck today.

It's 11:35am, I just did a colossal farm for the hell of it.
Req 11 Colossal drops, first and only run (so far :P)
Earlier, about 6 hours ago I did runs and I had 1 run of 3 golds and I forget, either the run before or the run after, I got 1 gold. Including a Req 11 Tattooed.

I Dead Sword farmed 4 times. I had 2 of em drop for me in those 4 runs .. unfortunately one of them wasn't maxed. That always makes me laugh.

Today was one of my most gold (item) producing days in about a week (In such a few farms). Mind you I only did dead swords 3-5 times. Colossal/Tattooed runs around 8 times and ele sword runs (i.e. Monoliths) 2-3 times and Urgoz about 15 times, so I didn't truly overfarm today.

I did notice when I went back into astralarium after the run when the colossal dropped, I saw no other Mo/D's there .. maybe all will drop for me :P

... Oh yea, over populated/farmed areas don't matter ... :PPP You sound sceptical...

But then if that really did make a difference at the level you're suggesting, then don't you think by some small chance that I would get more gold-drops when I play in the mornings than in the evenings?
In the evenings... the whole of Guild Wars for the most part is packed... mostly for the whole duration. When I get on at 8am though, I barely see anyone in most areas, and only encounter the occasional fleeting presence moving through. Yet... the drops are about equal in both instances.... and I've been doing this for quite some while.

Necron I I

Necron I I

Academy Page

Join Date: May 2007

Bulgaria

N/

Quote:
Originally Posted by Eli Rela

SV: each(!) ranger dropped something (90% Decayed Orr Emblem, 5% Bones,5% gold coins)
SS: got a 1(one) drop of coins on each group, one Decayed Orr Armor (thats it!) Ok,i got one that i think ,for what it's worth ,proves that your SS vs SV theory isn't entirely correct.
I've been farming hydras around Augury rock in HM using mostly SV.The poorest drops i've ever gotten out of GW(it isn't profitable but kills the little freetime that i've got ).Now in accordance to the "overfarmed" theory,when the majority of players is atm in NF ,then i should be getting tons of golds + i'm killing one at a time.I have yet to see a gold drop for me in there,whilst when i do the DS farm ,and use splinter barrage build(with it the run takes about 5-7 mins) and kill 1 mob simultaniously, i get between 6-8 gold drops.
This is why I think the "timer" theory is more accurate.Doesen't matter how much u kill at a time,it matters when you kill them.

Edit:
I appologise if you guys can't quite get my logic.It's almost 5:30 AM over here and i'm very sleepy.

Bloodied Blade

Desert Nomad

Join Date: Jan 2006

R/

With all due respect to the idea behind the thread, there is the finite possibility that all data collected is inherently flawed...thus rendering a possible fact v. myth usage of said data useless.

Oh well, we can try.

Oh...just from my standpoint though, it would be easier to code if there was simply a timer or a truly random chance (possibly changing by updates if there were too many people farming, not overfarming code, but an actual update to the chance that the random drop actually drops).

Good luck figuring this out...they really should just tell us.

Necron I I

Necron I I

Academy Page

Join Date: May 2007

Bulgaria

N/

Quote:
Originally Posted by Bloodied Blade
Good luck figuring this out...they really should just tell us. Not a bad idea.One little thing though.If Anet tell us(yeh,as IF ) there will be a major crash of the ingame economy,not that there currently isn't but i consider it to be just a period of the game's "evolution" so to speak...

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

The scaling per kill rate only applies to.... scaled items. Golds, greens, ectos etc. are unaffected. So slower killing is only something to consider if you are chasing merchant junk; when chasing anything of actual player value, mass aggro + quick kill is still the rule.

Again it's not really about whether you kill them one at a time or all at once, it's about how much time you leave between deaths. Around 20-30 seconds you will be getting full drops, it will be cut down more and more beyond that.

WildmouseX

WildmouseX

Krytan Explorer

Join Date: Jun 2005

N/R

with the myth of your kill rate, i haven't seen any data that shows killing one by one is better then killing the whole group at a time... the best effort was the graph up at the first page, but that only compares a total of 8 runs, which isn't enough data to make any decissions off of.

most of the myths about farming come from people not understanding the concept of the law of averages.... the more times you do something, the more times each posible outcome will play out.

everytime you flip a coin, you have a 50/50 chance of it landing on heads... but if you flip it only 8 times and it comes up tails 6 times - you have no reason to then think you have 80% chance of tails... and likewise, if you then walk into another room and flip it 8 times again and get all heads, you can't all of a sudden think that fliping it in that room will always net heads.

even if it is true that killing them 1 at a time is netting you more drops - you then have to test the time it takes to drop the mob, vs droping them 1 at a time.. i'm well versed in that spider farm, killing the mob with SS is about a three min. job when they don't co-operate with you --i can only imagine that killing them one at a time is much more costly in time. - if you're doing 5 times as many runs killing the mob, then you do killing them one at a time then the drops will defenetly add up to being more when killing en-mass.


the number one rule of statistics "corolation does not denote causeality".


I've been spirit farming the suicide vamps in urgoz's warren over the last week, and paying particular attention to my drops... i leave with all but one row open in inv of just my backpack. usualy it takes an hour to fill it up twice, and it typicly nets between 3 to 5 gold drops... there have been times when i went in and got gold drops right away, and then they'd dry up untill it was time to merch... and stay dry untill i only had 3 or 4 slots left, and then they'd all drop in 1 run. and other times where one drops every 5 runs. and there have been times when i went over an hour without gold drops, then gotten 12 three runs apart.

since this spot has been very hot recently, it has been packed with people doing the run, and drops have remained unaffected. this means i average 8 golds an hour. i've done 10 hours of farming there over the week, and have id'd 84 golds since i started.

just like anything else in the universe that is governed by the law of averages, there are always going to be peeks and valleys to the drops your getting - it is not a conspiricey by the devs to ruin your fun!

manitoba1073

manitoba1073

Desert Nomad

Join Date: Jan 2006

ManitobaShipyards Refit and Repair Station

(SFC)Star Fleet Command,(TDE)The Daggerfall elite,(SOoM)Secret order of Magi

Quote:
Originally Posted by WildmouseX
with the myth of your kill rate, i haven't seen any data that shows killing one by one is better then killing the whole group at a time... the best effort was the graph up at the first page, but that only compares a total of 8 runs, which isn't enough data to make any decissions off of.

most of the myths about farming come from people not understanding the concept of the law of averages.... the more times you do something, the more times each posible outcome will play out.

everytime you flip a coin, you have a 50/50 chance of it landing on heads... but if you flip it only 8 times and it comes up tails 6 times - you have no reason to then think you have 80% chance of tails... and likewise, if you then walk into another room and flip it 8 times again and get all heads, you can't all of a sudden think that fliping it in that room will always net heads.

even if it is true that killing them 1 at a time is netting you more drops - you then have to test the time it takes to drop the mob, vs droping them 1 at a time.. i'm well versed in that spider farm, killing the mob with SS is about a three min. job when they don't co-operate with you --i can only imagine that killing them one at a time is much more costly in time. - if you're doing 5 times as many runs killing the mob, then you do killing them one at a time then the drops will defenetly add up to being more when killing en-mass.


the number one rule of statistics "corolation does not denote causeality".


I've been spirit farming the suicide vamps in urgoz's warren over the last week, and paying particular attention to my drops... i leave with all but one row open in inv of just my backpack. usualy it takes an hour to fill it up twice, and it typicly nets between 3 to 5 gold drops... there have been times when i went in and got gold drops right away, and then they'd dry up untill it was time to merch... and stay dry untill i only had 3 or 4 slots left, and then they'd all drop in 1 run. and other times where one drops every 5 runs. and there have been times when i went over an hour without gold drops, then gotten 12 three runs apart.

since this spot has been very hot recently, it has been packed with people doing the run, and drops have remained unaffected. this means i average 8 golds an hour. i've done 10 hours of farming there over the week, and have id'd 84 golds since i started.

just like anything else in the universe that is governed by the law of averages, there are always going to be peeks and valleys to the drops your getting - it is not a conspiricey by the devs to ruin your fun! Finally someone actually gets it. you win a cookie

lennymon

lennymon

Forge Runner

Join Date: Nov 2005

Seattle

Odin's Hammer [OH] - Servant's of Fortuna [SoF]

R/

For what it's worth, whenever I start getting junky drops (mostly whites and minotaur horns - farming for warrior tomes...) I go do early missions in HM and try again and it seems every time I start getting gold drops (and tomes) again. While the casual rezoning anti farm is gone, I still believe (not enough data for a full blown theory) that there is some kind of drop quality reduction type farm code. The mission reset has been very consistent for me anyways.

deluxe

deluxe

Desert Nomad

Join Date: Feb 2006

Monkeyball Z

S.K.A.T. [Ban]

Mo/

@anyone denying that mass killing results in lesser drops:

It's proven, if you dont believe it, go ahead and dont believe it. I'm not gonna post huge statistics about my drops just to prove to some people who just wont believe it. I farm a lot (around 2mil since hm), and i'm 100% sure of it.

SotiCoto

SotiCoto

Banned

Join Date: Jan 2007

Drazach Thicket

Temple of Zhen Xianren [Sifu]

Quote:
Originally Posted by Necron I I
Ok,i got one that i think ,for what it's worth ,proves that your SS vs SV theory isn't entirely correct.
I've been farming hydras around Augury rock in HM using mostly SV.The poorest drops i've ever gotten out of GW(it isn't profitable but kills the little freetime that i've got ).Now in accordance to the "overfarmed" theory,when the majority of players is atm in NF ,then i should be getting tons of golds + i'm killing one at a time.I have yet to see a gold drop for me in there,whilst when i do the DS farm ,and use splinter barrage build(with it the run takes about 5-7 mins) and kill 1 mob simultaniously, i get between 6-8 gold drops.
This is why I think the "timer" theory is more accurate.Doesen't matter how much u kill at a time,it matters when you kill them.

Edit:
I appologise if you guys can't quite get my logic.It's almost 5:30 AM over here and i'm very sleepy.
Drop *quality* on the other hand, is strange. I suspect that if you made a new account, got the character up to lvl20 in PvP, and got all your skills with factions unlocks that you would have absolutely phenomenal drops for awhile. Maybe that's why we saw crazy gold drops for the first bit after HM came out. Maybe all our "noob" codes got reset. There is SOMETHING going on with drop quality... of that I'm sure.... but precisely what it is I can't tell. It seems far too complex for me to readily tell on the spot....
I mean I would have thought it something simpler, but having done a lot of Urgoz's Warren hopping vampire farming lately I was surprised to find that my first character... an Assassin who has been everywhere and done everything for the most part.... is still rolling in golds.

Eli Rela

Eli Rela

Lion's Arch Merchant

Join Date: Jun 2005

USA

N/

Ok, tested #3 yesterday, and I can completely confirm that it is true.
Test setup: Rhilon Refuge Zelnehlun farm
SV - each(!) spider dropped something (whites, purples, gold item,webs, gold)
SS - got one drop of gold (100g) and one web

Tested - 5 times in a row, result is always same, with small variations in drop quality, but not much in quantity (+/- 1-2 items)

Very nice summary, Ringsgold

SotiCoto

SotiCoto

Banned

Join Date: Jan 2007

Drazach Thicket

Temple of Zhen Xianren [Sifu]

Quote:
Originally Posted by Eli Rela
Ok, tested #3 yesterday, and I can completely confirm that it is true.
Test setup: Rhilon Refuge Zelnehlun farm
SV - each(!) spider dropped something (whites, purples, gold item,webs, gold)
SS - got one drop of gold (100g) and one web

Tested - 5 times in a row, result is always same, with small variations in drop quality, but not much in quantity (+/- 1-2 items)

Very nice summary, Ringsgold Thanks.... but can anyone now test this theory in places other than that spider farm?! =P

If anyone has any way of rapidly killing off Sstou Swiftscale and his Naga Archer hoarde in one fell swoop (from behind the rock-face), I'd like to hear it. I'm considering whether I could take them out with more AoE effects, since SS alone takes too long to kill them all.
So far, I haven't had a single gold from any of them. Two blue scrolls from Sstou himself is the best I've had.... and aside from that, I've been getting TONS of chalks.... mostly because it takes so long to kill them off.

A Leprechaun

A Leprechaun

Desert Nomad

Join Date: Feb 2006

W/

i never twigged it at the time and have no screenshots on the subject but when i was mucking about killing HM minos at ice tooth, I noticed that if i killed them with Me/Mo IW the drops were many many times better then if i SS'ed them.
So when yoiu emntioned it, it reminded me of that, so yeah i wont be mass killing for a while.

~A Leprechaun~

Eli Rela

Eli Rela

Lion's Arch Merchant

Join Date: Jun 2005

USA

N/

Quote:
Originally Posted by SotiCoto
Thanks.... but can anyone now test this theory in places other than that spider farm?! =P ... Ok, here is another test:
Test setup: Bergen Hot Springs HM, 2 groups of undead rangers right outside. One is on the small hill in front, another that was tested is behind the house to the left.
I was 55 SS/SV Necro, standing under the cliff/hiding behind the wall

out of 10 runs:

SV: each(!) ranger dropped something (90% Decayed Orr Emblem, 5% Bones,5% gold coins)
SS: got a 1(one) drop of coins on each group, one Decayed Orr Armor (thats it!)

also got no gold/purple items at all in any test cases.
I think we could stop testing point#3, it has been proven positive.

netniwk

netniwk

Desert Nomad

Join Date: Mar 2005

Bellgium

W/E

with this info in mind,where would be an effective place to farm? Old farming builds foccused on lots of mobs in one spot,now we can basicly farm anywhere without enchantment removal.

My Green Storage

Wilds Pathfinder

Join Date: Sep 2006

Arizona

My Blue Storage

N/

You know, I think I had dumb luck today.

It's 11:35am, I just did a colossal farm for the hell of it.
Req 11 Colossal drops, first and only run (so far :P)
Earlier, about 6 hours ago I did runs and I had 1 run of 3 golds and I forget, either the run before or the run after, I got 1 gold. Including a Req 11 Tattooed.

I Dead Sword farmed 4 times. I had 2 of em drop for me in those 4 runs .. unfortunately one of them wasn't maxed. That always makes me laugh.

Today was one of my most gold (item) producing days in about a week (In such a few farms). Mind you I only did dead swords 3-5 times. Colossal/Tattooed runs around 8 times and ele sword runs (i.e. Monoliths) 2-3 times and Urgoz about 15 times, so I didn't truly overfarm today.

I did notice when I went back into astralarium after the run when the colossal dropped, I saw no other Mo/D's there .. maybe all will drop for me :P

... Oh yea, over populated/farmed areas don't matter ... :PPP

kumarshah

Krytan Explorer

Join Date: Jan 2007

W/Mo

So, ANet is punishing me for killing more enemies at the same time?

shadows of hob

Krytan Explorer

Join Date: Mar 2007

Rocky (Dragon)Mountains

Mo/Me

The drops are still bad/nothing if you kill a group of enemies with a delay of 1 second between each enemie. Tried this with the spiders and the kappa a few times. But if I lower their health to 1 or something and you wait 5-10 seconds, then they seem to drop nearly everytime.

So, this means?

ArKaiN

Jungle Guide

Join Date: Jan 2007

Lotus Branca[Lbr]

Mo/Me

Quote:
Originally Posted by kumarshah
So, ANet is punishing me for killing more enemies at the same time? No. Yes. Well, sorta.
Here's the thing: If all areas you farmed dropped golds at the same rate, what would stop people from aggroing in areas where stuff was lvl 2 or 3 and just killing them all for inscriptions/mods/wisdom title? Makes sense that killing mobs wields less golds. I'm really not sure it should apply for lvl20+ stuff, but hey, they hate farming.

manitoba1073

manitoba1073

Desert Nomad

Join Date: Jan 2006

ManitobaShipyards Refit and Repair Station

(SFC)Star Fleet Command,(TDE)The Daggerfall elite,(SOoM)Secret order of Magi

Ive said it before its only coincidence that your drops are different from mass killing or single killing. And you cant just do 20-100 runs and say thats a good theory. I know some wont believe me, but do the same run for 7 hours straight by fast kills then 7 hours of slow killing, and you will what im talking about.

Now if you want more fun on theories try doing the runs and waiting for 1-2 mins before starting them.

More Outrage

Frost Gate Guardian

Join Date: Jun 2006

Yorkshire

GOO

I don`t think they hate farmers. I think the key word is "casual".

Seems to me they they wanted to help the casual famer and slow down the bots. Let`s face it bots don`t play the game they just repeatedly follow the same actions, whereas a player who likes to farm will, when drops get bad, go and do something else untill bored.
So there is the key! When your drops look bad go play the game, help someone out, try that frustrating mission out again, try master a mission or PUG for a laugh then go back and farm till it looks bad again.

Not too sure I agree with the kill slowly and not at the same time thing but I`ll keep watching as I can see where this is coming from.

fog_of_redoubt

Lion's Arch Merchant

Join Date: May 2005

Quote:
Originally Posted by KartMan
ok this is how I think about the server part of the game :

as I said, the "instances" are just data, whatever its form, to put it bluntly an array, containing various informations (coded or not, example int value 13 for dead bow). Each array corresponds to an instance, which are unrelated amongst themselves, but the functions that "uses"/"works" those arrays are the same for all those data.
so to speak if you have a function that spawns the monsters on a map, it may call another function that determines (probably using a random number generator) the drop and quality the given monster has.
It is exactly here where I think the skew is.

if you now consider the Guild War server you're as a whole (and not only in your own instance), the server may host 1000, 10000 instances or even more, so possibly hundreds or thousands of call to the same function in a very short time window.
I don't think we will ever see this server part code but that's at least how I guess it could be like.
Don't you suppose for an instant that you ought to be comparing the hydras you're killing to something else? There aren't exactly loads of them and I've never known them to have particularly good drops anyway.


In any case... do it another 20 times and see if the pattern is the same.


Quote:
Originally Posted by Bloodied Blade
With all due respect to the idea behind the thread, there is the finite possibility that all data collected is inherently flawed...thus rendering a possible fact v. myth usage of said data useless. On that same basis, there is a finite possibility that all data in the entire world on any and all subjects is inherently flawed... thus rendering it all useless. Everything you have ever been taught therefore is effectively null and void.
Now try going about your life with that premise.

You'll find that "knowledge" is essentially just consistancy of pattern. It certainly isn't infallible... but it can be reliable, and that is what counts. Guild Wars drop rate variables are difficult to predict additionally... but effectively disproving many of these supposed variables as actually being completely unconnected is considerably easier.
I'm not trying to say that any of these things (except where strictly stated by A-Net) are definitely valid.... but there are some that I can say with substancially high certainty are invalid.


Quote:
Originally Posted by WildmouseX
with the myth of your kill rate, i haven't seen any data that shows killing one by one is better then killing the whole group at a time... the best effort was the graph up at the first page, but that only compares a total of 8 runs, which isn't enough data to make any decissions off of.

most of the myths about farming come from people not understanding the concept of the law of averages.... the more times you do something, the more times each posible outcome will play out.

everytime you flip a coin, you have a 50/50 chance of it landing on heads... but if you flip it only 8 times and it comes up tails 6 times - you have no reason to then think you have 80% chance of tails... and likewise, if you then walk into another room and flip it 8 times again and get all heads, you can't all of a sudden think that fliping it in that room will always net heads.

even if it is true that killing them 1 at a time is netting you more drops - you then have to test the time it takes to drop the mob, vs droping them 1 at a time.. i'm well versed in that spider farm, killing the mob with SS is about a three min. job when they don't co-operate with you --i can only imagine that killing them one at a time is much more costly in time. - if you're doing 5 times as many runs killing the mob, then you do killing them one at a time then the drops will defenetly add up to being more when killing en-mass.


the number one rule of statistics "corolation does not denote causeality".


I've been spirit farming the suicide vamps in urgoz's warren over the last week, and paying particular attention to my drops... i leave with all but one row open in inv of just my backpack. usualy it takes an hour to fill it up twice, and it typicly nets between 3 to 5 gold drops... there have been times when i went in and got gold drops right away, and then they'd dry up untill it was time to merch... and stay dry untill i only had 3 or 4 slots left, and then they'd all drop in 1 run. and other times where one drops every 5 runs. and there have been times when i went over an hour without gold drops, then gotten 12 three runs apart.

since this spot has been very hot recently, it has been packed with people doing the run, and drops have remained unaffected. this means i average 8 golds an hour. i've done 10 hours of farming there over the week, and have id'd 84 golds since i started.

just like anything else in the universe that is governed by the law of averages, there are always going to be peeks and valleys to the drops your getting - it is not a conspiricey by the devs to ruin your fun! Correlation might not denote causality... but if the null hypothesis is always assumed true then effectively we know nothing... and are left in pure chaos. Sometimes one needs to make an arbitrary guess.... select a supposed causality and run with it in order to stand a chance of functioning.

And let us not forget that generally.... in practice.... the more times a particular task is repeated.... the more the results will tend toward the average. This is never perfect... but it can be reliable enough to work with.


Oh.... AND.... didn't we already mention that the whole AoE vs Individual Kill only seems to influence scaled loot? That does seem to be what the trends point to. Gold drops aren't influenced by it... so essentially if you're farming golds you might as well nuke the groups if it will get the whole job done faster.

manitoba1073

manitoba1073

Desert Nomad

Join Date: Jan 2006

ManitobaShipyards Refit and Repair Station

(SFC)Star Fleet Command,(TDE)The Daggerfall elite,(SOoM)Secret order of Magi

Quote:
Originally Posted by deluxe
@anyone denying that mass killing results in lesser drops:

It's proven, if you dont believe it, go ahead and dont believe it. I'm not gonna post huge statistics about my drops just to prove to some people who just wont believe it. I farm a lot (around 2mil since hm), and i'm 100% sure of it. apprently you havent farmed enough then. its all random