The truth about soloing with Loot Scaling
Diddy bow
Anyone who has ever farmed spiders in elona will know that the aoe bug exists...
Yawgmoth
There are so many blatantly false statements in the OP and responses that it would be better to completely remove it. All I can say is: first do some extensive testing, in various places with various buils, then post results. And that the whole loot scaling isn't really working as intended, the drops are lowered significantly only for first 1-3 groups killed in an instance, then they go up (if you AoE then they may not go up at all) to 50-90%+ (depending on the area).
manitoba1073
Quote:
Originally Posted by Yawgmoth
There are so many blatantly false statements in the OP and responses that it would be better to completely remove it. All I can say is: first do some extensive testing, in various places with various buils, then post results. And that the whole loot scaling isn't really working as intended, the drops are lowered significantly only for first 1-3 groups killed in an instance, then they go up (if you AoE then they may not go up at all) to 50-90%+ (depending on the area).
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Loot scaling
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Warning: Key elements of this article are incomplete. You can help the Guild Wars Wiki by expanding it.
Loot scaling was introduced in the April 19, 2007 game update. The amount of drops you get are scaled to your party size.
The following are affecting by loot scaling:
Common (white) items
Gold
The following are exempt from loot scaling:
Skill Tomes
Scrolls
Dye
Rare materials, such as Ectoplasm
Gemstones from the Domain of Anguish
All other rare (gold) items
All unique (green) items
Special event items
So where am I wrong. In an 8 man area the loot scaling is based on 8 people thus 8 of 8 is 100% - 6 man area is 6 of 6 is 100% - 4 man area is 4 of 4 is 100% . Again alot of you have been trying to say Im wrong without showing proof. Ive provided the proof numerous times. Now we also know that everything has a drop. Whether its an item or even a drop of nothing. As Ive said before flip a quarter 10-100 times no matter how many times you get heads you chance is still 50%.
countesscorpula
Quote:
Originally Posted by Kinn
What about the "anti-nuke" code that is clearly in effect at the moment?
Just to recap - if a lot of monsters die at the same time, the amount of drops from these monsters is significantly reduced compared to what you would get had you killed them one at a time. This has been proved as one of the mechanisms in place as part of loot scaling. |
Nemo the Capitalist
Quote:
Originally Posted by manitoba1073
OK Ill try to explain it as simple as possible. Since some people are confused alot on how Loot Scaling actually works while soloing and not soloing.
First all drops are random. Now in a zone that has a party size of 8 you have a solo drop rate of around 24%-28% chance to get the drop. Now in a zone that has a party size of 6 you have a solo drop rate of around 32%-40% chance to get the drop. Now in a zone that has a party size of 4 you have a solo drop rate of around 48%-56% chance to get the drop. Now for preseering you have a near 98% chance since its a maximum size group of 2. That is just the effects of Loot Scalling alone on soloing, with HM involved the only difference is you have a higher chance on the exemptions dropping instead of whites. In NM Its similar without the higher chance of exemptions dropping, while still being exempt. Now for the rest of it. Loot Scaling had NO EFFECT on its own except lower drop rates for less than max groups.Dont believe me look at the first 12 hours it was driving prices on everything up, then Anerf had a OH %^$& moment, and added the exemptions list is what allowed the prices to come down by increasing supply. With HM the only difference is that the chance for drops from the exemptions list is increased. So for all those out there that thinks it was Loot Scaling that helped you, you are wrong, it was the exemptions list. Also mods try to leave this stickied so people dont get confused on Loot Scalling anymore. |
HE GOT HIS stats off Kramers mad money
manitoba1073
Quote:
Originally Posted by Nemo the Capitalist
HE GOT HIS stats off Kramers mad money
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http://wiki.guildwars.com/wiki/Game_updates:April_2007 feel free to read it.
MsMassacre
Re the reduced drops via nuking;
Ever kill a bunch of mobs at once in a full party? Notice how the loot is for a bunch of different people? Notice how 5 mobs who all die at once never drop 5 things all for the same player?
If this is true, then there must be some random bias within the loot code to discourage multiple drops going to one person within a short time. Not PREVENT, discourage. Let's call it the "spread bias" cuz it biases the drops to spread among multiple party members if they happen all at once.
If spread bias is true, and loot scaling is true, then a solo farmer will get less drops killing mobs all at once than one at a time.
Ever kill a bunch of mobs at once in a full party? Notice how the loot is for a bunch of different people? Notice how 5 mobs who all die at once never drop 5 things all for the same player?
If this is true, then there must be some random bias within the loot code to discourage multiple drops going to one person within a short time. Not PREVENT, discourage. Let's call it the "spread bias" cuz it biases the drops to spread among multiple party members if they happen all at once.
If spread bias is true, and loot scaling is true, then a solo farmer will get less drops killing mobs all at once than one at a time.
Eldin
Stats are so confusing. The way I learnt it is...
An 8 party zone with a full party = probability of a drop going to you is 1/8. Now with loot scaling, it remains 1/8, rather than the former probability of 1.
Etctera for other sizes.
Kinn is right. Maybe it's coincidence but some findings have found multiple deaths at once to lessen quality/quantity of drops.
The point is this:
ANet claims loot scaling helps the casual people, as far as I can tell it does not in the least, they now expect you to farm HM now if you want to afford a pair of pants, bread, water, and a cardboard box to live under. Such farming is now awesome for 55ers - a monk division I just HATE. When will they die? Because I know if I ever, EVER give in to temptation and make one myself, they will be nerfed.
An 8 party zone with a full party = probability of a drop going to you is 1/8. Now with loot scaling, it remains 1/8, rather than the former probability of 1.
Etctera for other sizes.
Kinn is right. Maybe it's coincidence but some findings have found multiple deaths at once to lessen quality/quantity of drops.
The point is this:
ANet claims loot scaling helps the casual people, as far as I can tell it does not in the least, they now expect you to farm HM now if you want to afford a pair of pants, bread, water, and a cardboard box to live under. Such farming is now awesome for 55ers - a monk division I just HATE. When will they die? Because I know if I ever, EVER give in to temptation and make one myself, they will be nerfed.
acidic
LOL, please bots doesnt even get affected. I Just jump through to elona reach ID and theres bots, bots and more bots. Same in euro/english servers. And dont forget all the other spots; bergen bot springs, granite citadel.
LOOT scaling does jack to even slow down the bots, and most bots gotten smarter and run multiple setup so it doesn't even matter to them
LOOT scaling does jack to even slow down the bots, and most bots gotten smarter and run multiple setup so it doesn't even matter to them
Onarik Amrak
Statistics can be made to prove anything, 40% of all people know that.
Amy Awien
Quote:
Originally Posted by manitoba1073
Ok then tell me where im wrong
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manitoba1073
Quote:
Originally Posted by Amy Awien
You made up the numbers and presented them as if they were the results of tests. It doesn't matter whether you based your numbers on statements from ANet or not, you made up numbers and presented them as empirical data. That is where you went wrong.
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http://www.guildwars.com/support/gam...ve-2007-04.php
Now I want you to tell me and everyone else does it say Loot now scales according to party size.
shanaya
Quote:
Originally Posted by manitoba1073
I did not make them up. A full group of people will get a 100% chance all the damn drops. Loot Scaling is based ON PARTY SIZE. An area for 8 people max in party. 8 of 8 is equal to 100% while a single person in that same full group has only a 12.5% chance at every drop. And we know that Gaile has said a soloer will get roughly twice (double) what a single person in a full group will get. Thats makes it roughly 25% for a soloer in an 8 man area. And you can go down the list of maximum party member areas from there. Just cause your not seeming to get it, doesnt mean its not right there in front of you. Its the same as the chance of getting heads on a quarter on every flip. No matter what the hell you get or how many times you get heads or tails your chance to get t remains the same 50%. I did not make the numbers up nor present them as empirical data. They are plain and simple math equations. Math does not make itself up. Reread the OFFICIAL WIKKI ARTICLE OR EVEN THE ON SITE UPDATE NOTES. Heres from the official site too just to help you.
http://www.guildwars.com/support/gam...ve-2007-04.php Now I want you to tell me and everyone else does it say Loot now scales according to party size. |
Amy Awien
Quote:
Originally Posted by manitoba1073
I did not make them up.
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Yes, you did. These are the numbers you posted:
Quote:
Now in a zone that has a party size of 8 you have a solo drop rate of around 24%-28% chance to get the drop. Now in a zone that has a party size of 6 you have a solo drop rate of around 32%-40% chance to get the drop. Now in a zone that has a party size of 4 you have a solo drop rate of around 48%-56% chance to get the drop. |
Caoimhe
Quote:
Originally Posted by Winterclaw
94.92% of my braincells think you just made that up, .08% aren't sure, and the other 5% is wondering why female mesmers don't have more lingere-style armor like their enchanter's outfit.
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Age
Quote:
Originally Posted by shanaya
....but in practice it doesn't always work this way. As an example, I often take my dervish on solo trips through Gates of Kryta Mission, killing undead. And I mean solo, no heroes or henchies. This is a 6 man area and yet I get pretty near a drop from every creature killed. Its not quite 100%, but very close. I do this trip often, because it is easy (oink is a great free tank!) and moderately lucrative (1 - 2 k in 15 minutes) , and it is always the same.
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Btw in the real world you only use 5 to 10% of the math you learn in university.
DarkGanni
Loot scaling also thaught me that killing small groups gives more drops than a large group.
Pro Master
Quote:
Originally Posted by manitoba1073
OK Ill try to explain it as simple as possible. Since some people are confused alot on how Loot Scaling actually works while soloing and not soloing.
First all drops are random. Now in a zone that has a party size of 8 you have a solo drop rate of around 24%-28% chance to get the drop. Now in a zone that has a party size of 6 you have a solo drop rate of around 32%-40% chance to get the drop. Now in a zone that has a party size of 4 you have a solo drop rate of around 48%-56% chance to get the drop. Now for preseering you have a near 98% chance since its a maximum size group of 2. That is just the effects of Loot Scalling alone on soloing, with HM involved the only difference is you have a higher chance on the exemptions dropping instead of whites. In NM Its similar without the higher chance of exemptions dropping, while still being exempt. Now for the rest of it. Loot Scaling had NO EFFECT on its own except lower drop rates for less than max groups.Dont believe me look at the first 12 hours it was driving prices on everything up, then Anerf had a OH %^$& moment, and added the exemptions list is what allowed the prices to come down by increasing supply. With HM the only difference is that the chance for drops from the exemptions list is increased. So for all those out there that thinks it was Loot Scaling that helped you, you are wrong, it was the exemptions list. Also mods try to leave this stickied so people dont get confused on Loot Scalling anymore. |
manitoba1073
Quote:
Originally Posted by Pro Master
Thats all somewhat BS plz dont post things u have no understanding about if this was ture alot of people will be ricer and items/armors/weapons will not cost so much also people like farmers that make real money will be selling for alot cheap then it use to be. ><
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http://www.guildwars.com/support/gam...ve-2007-04.php
taken from there is this
-Hard Mode Loot
The average number of uncommon and rare items has been increased in Hard mode.
What that means is simple supply of items have risen while the cost of things have gone down, But that wasnt due to Loot scalling. That was due to HM and the exemptions list.
Here is what Loot Scalling did do-
Miscellaneous
Loot now scales according to party size.
Repeated map entry no longer reduces loot.
That is all under the official site.
Quote:
Originally Posted by Amy Awien
Yes, you did. These are the numbers you posted:
And those are the numbers you made up, 25% is the number one would find following the sources you used, but 24%, 28%, 32%, 40%, 48% and 56% are all numbers you made up, presented them as if they were empirical data and that is the deception. You can scream all you want about math and other things you know nothing about, or claim that I don't get it, but it's still fraud. |
Amy Awien
Your so called 'leeway' is nonsense and please don't tell me I don't want to do the math, I did them more often then you could even count, always have. Besides, it doesn't take more math then what you learn in primary school to calculate that 1/4 = 25%.
You are making numbers up, 25% is not the 24%-28% you pulled out of the air. By posting these numbers it appeared you did some real testing, which you haven't done. So, that is why you're a fraud, because you make up numbers. It doesn't help you to talk down to me while you are in error.
You are making numbers up, 25% is not the 24%-28% you pulled out of the air. By posting these numbers it appeared you did some real testing, which you haven't done. So, that is why you're a fraud, because you make up numbers. It doesn't help you to talk down to me while you are in error.
drago34
Quote:
Originally Posted by Amy Awien
Your so called 'leeway' is nonsense and please don't tell me I don't want to do the math, I did them more often then you could even count, always have. Besides, it doesn't take more math then what you learn in primary school to calculate that 1/4 = 25%.
You are making numbers up, 25% is not the 24%-28% you pulled out of the air. By posting these numbers it appeared you did some real testing, which you haven't done. So, that is why you're a fraud, because you make up numbers. It doesn't help you to talk down to me while you are in error. |
manitoba1073
Quote:
Originally Posted by Amy Awien
Your so called 'leeway' is nonsense and please don't tell me I don't want to do the math, I did them more often then you could even count, always have. Besides, it doesn't take more math then what you learn in primary school to calculate that 1/4 = 25%.
You are making numbers up, 25% is not the 24%-28% you pulled out of the air. By posting these numbers it appeared you did some real testing, which you haven't done. So, that is why you're a fraud, because you make up numbers. It doesn't help you to talk down to me while you are in error. |
Xapti
Quote:
Originally Posted by MsMassacre
Re the reduced drops via nuking;
Ever kill a bunch of mobs at once in a full party? Notice how the loot is for a bunch of different people? Notice how 5 mobs who all die at once never drop 5 things all for the same player? If this is true, then there must be some random bias within the loot code to discourage multiple drops going to one person within a short time. Not PREVENT, discourage. Let's call it the "spread bias" cuz it biases the drops to spread among multiple party members if they happen all at once. If spread bias is true, and loot scaling is true, then a solo farmer will get less drops killing mobs all at once than one at a time. |
cellardweller
Here's some bedtime reading for you manitoba http://en.wikipedia.org/wiki/Scientific_method, hopefully after reading it you'll understand why people are laughing at your claims.
arcanemacabre
Quote:
Originally Posted by manitoba1073
mathmatician
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Anyway, the point is you do not know what the percentages are because Anet has not, and will not release them. Because of that fact alone means your numbers are entirely made up. They have to be - because you don't have enough information.
Follow this with me:
- 1 person in an 8-person party is getting 1/8 or 12.5% of the drops.
- 1 person solo in that same zone, thanks to loot scaling, should be the same 12.5%.
- However, Gaile has informed us the droprate for a solo person is higher than that same person in an 8-person party.
- Here is the discrepancy - we have no idea how much higher. She did say "may now earn about twice as much gold".
- First of all, this was from Gaile, not someone who worked on the code for loot scale, and not on their main site.
- Second of all, her wording was "may" and "about", not "exactly".
- This leaves much up to the imagination, is far from definite, and no figures can be ascertained from it with any certainty - period.
Her exact words: "The loot scaling for gold and common loot is not linear with the number of players in the party, and it includes an element of randomness, so while the difference is not easy to quantify, it is by no means a factor of eight."
Now, by pulling "specific" figures out of that, you are essentially pulling them out of your ass. You are no "mathmatician" [sic]. Of course, neither am I.
Omniclasm
The truth about loot scaling is it has caused a lot of this.....
By the way, loot scaling is based on how quickly you kill. I killed 12 monsters solo, individually and got 4 elementalist tomes, 2 white weapons, 1 blue weapon, and a couple piles of gold.
By the way, loot scaling is based on how quickly you kill. I killed 12 monsters solo, individually and got 4 elementalist tomes, 2 white weapons, 1 blue weapon, and a couple piles of gold.
arcanemacabre
Quote:
Originally Posted by Omniclasm
The truth about loot scaling is it has caused a lot of this.....
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Quote:
Originally Posted by Omniclasm
By the way, loot scaling is based on how quickly you kill. I killed 12 monsters solo, individually and got 4 elementalist tomes, 2 white weapons, 1 blue weapon, and a couple piles of gold.
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Omniclasm
That was just an example, been through there quite a few times leveling my pet. Everytime I went most of them dropped an item. You can test it yourself, leave Gates of Kryta, and slowly kill the Mergoyles one by one. I went through the run probably 15-20 times in NM and 5 in HM. Every time I got more than 1-2 items. Most of them will drop an item, but if you kill 3 at once, you MIGHT get one item from them.
I didn't record any videos or keep excel tables, that is just an observation after spending a few hours there.
I didn't record any videos or keep excel tables, that is just an observation after spending a few hours there.
arcanemacabre
Quote:
Originally Posted by Omniclasm
That was just an example, been through there quite a few times leveling my pet. Everytime I went most of them dropped an item. You can test it yourself, leave Gates of Kryta, and slowly kill the Mergoyles one by one. I went through the run probably 15-20 times in NM and 5 in HM. Every time I got more than 1-2 items. Most of them will drop an item, but if you kill 3 at once, you MIGHT get one item from them.
I didn't record any videos or keep excel tables, that is just an observation after spending a few hours there. |
Anyway, I do this multiple times a week with different characters and different builds. When I kill something, I'm killing it much slower than a standard soloer, and one-by-one. The drops I get now are much less than they were before loot scaling, hands down. I honestly don't care, because I'm not doing this run for money - at all. Just an alternative to Isle of the Nameless for testing out builds.
So I honestly have no idea what you're talking about. I see no increase/decrease in drops for how fast/slow I kill things, period.
Omniclasm
Then maybe I am somehow blessed, I don't know. I've never been known for getting good drops. I wasn't doing it for gold either. I'll look at it more tomorrow, and post screenshots or something. I'm tired, and not really wanting to argue about it and fight to try and prove myself. Frankly I don't care. I don't like soloing, and I think loot scaling is a great update.
Gawa
Quote:
Originally Posted by Omniclasm
By the way, loot scaling is based on how quickly you kill.
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I dont have hard figures, but from my observation over a few weeks i can say that when i party in a group of 8 i get roughly the same amount of gold coin drops, whites and blues as when i am the only member of a party.
In terms of soloing, I have found that i tend to get more overall drops if i kill 8-10 beasts individually in HM, compared to killing them at once while 55'ing. I am guessing this was factored in specifically to counter people 55'ing.
I may get 3-4 drops killing them one at a time, compared to 1-2 drops taking them at once. These numbers are not facts and could be wrong as i havent tested the individual method scientifically yet, I will endevour to gather statistical evidence of this tonight and let you know.
edit- sorry, only noticed this now.
Quote:
Originally Posted by manitoba1073
Now as far as the AoE killing at same time IT IS A BUG, its more of a proximity bug than a timed kill bug. And for not getting stuff outa the first 12 or so heres a little help. Wait 1 minute before you start killing things, and you will get drops from them also.
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manitoba1073
Quote:
Originally Posted by arcanemacabre
LoL
Anyway, the point is you do not know what the percentages are because Anet has not, and will not release them. Because of that fact alone means your numbers are entirely made up. They have to be - because you don't have enough information. Follow this with me:
Her exact words: "The loot scaling for gold and common loot is not linear with the number of players in the party, and it includes an element of randomness, so while the difference is not easy to quantify, it is by no means a factor of eight." Now, by pulling "specific" figures out of that, you are essentially pulling them out of your ass. You are no "mathmatician" [sic]. Of course, neither am I. |
Quote:
Originally Posted by cellardweller
Here's some bedtime reading for you manitoba http://en.wikipedia.org/wiki/Scientific_method, hopefully after reading it you'll understand why people are laughing at your claims.
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http://en.wikipedia.org/wiki/Math
arcanemacabre
Quote:
Originally Posted by manitoba1073
TY for showing how and why Im right, even though you were trying to show I was wrong. And Gailes quote is dead on, ofcourse its not a factor of 8 but a division of 1/8 and then roughly doubled (ie leeways). And would make the claim of based on party size wrong when in conjuction with max party sizes of 6,4,2 and the elite areas of 12. So once again TY for showing I was right. And I take ur [sic] and raise you a [pfft]
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Leeways, lol. If you don't know what the percentage is, saying random percentages is not a leeway, it's just plain wrong. Sorry!
hallomik
Since my first post made zero impact on this debate, I’ll try this one more time with a simpler example.
**Warning: this place doesn’t exist. Do not ask me where it is.**
Suppose you’re in a zone that is normally 4 man. In my previous formula this would mean P or zone Party size = 4. A full human team would as a group get all the drops.
Suppose further only two things drop in the zone: white Raven Staffs and Ectos. Suppose again that 8/10 drops are Raven Staffs and 2/10 drops are Ectos. Raven Staffs are Scaled. Ectos, as we all know, are rare materials and are exempt from scaling. In my previous formula, this would mean X or portion of drops exempt from scaling = 0.2 or 20%.
If a full human team killed 100 baddies, on average, they would get a total of 20 ectos and 80 raven staffs. Each person on that team, again on average, would get 5 ectos and 20 raven staffs.
Now, suppose a Solo farmer killed the same 100 beasts. That person would get all 20 ectos, since they’re exempt from scaling, but they would only get ¼ of the 80 raven staffs because they are subject to scaling. Therefore, in this fictional farm spot, the solo farmer would get 20 ectos plus the 20 raven staffs he or she would have gotten in a full group or a total of 40 drops.
Therefore, if X = 0.2 and P = 4, the expected Loot drops (L) are 0.4 or 40%.
You can perhaps see better how the original formula works: L = (1/P)*(1-X)+X
L = (1/4)*(1-0.2)+0.2
L = (.25)*(0.8)+0.2
L = 0.2 + 0.2
L = 0.4
Loot drop for solo farmer = 40% in a 4 man zone with 20% of drops not scaled.
This is why Gaile cannot give precise figures on the impact of scaling. Unless you know what percentage of drops are not scaled -- which varies by zone -- and the party size, you cannot determine how many more drops a solo farmer would expect to get. If, as I wrote earlier, 15% of drops aren’t scaled in an 8 man zone, a solo farmer would expect to get double what a member of a full team would get. This “doubling” cannot be applied generally, however and was meant to give people a rough idea without going through the math I just did. The mistake the OP makes is assuming that Gaile’s “doubling” comment can be applied consistently. It really cannot.
**Warning: this place doesn’t exist. Do not ask me where it is.**
Suppose you’re in a zone that is normally 4 man. In my previous formula this would mean P or zone Party size = 4. A full human team would as a group get all the drops.
Suppose further only two things drop in the zone: white Raven Staffs and Ectos. Suppose again that 8/10 drops are Raven Staffs and 2/10 drops are Ectos. Raven Staffs are Scaled. Ectos, as we all know, are rare materials and are exempt from scaling. In my previous formula, this would mean X or portion of drops exempt from scaling = 0.2 or 20%.
If a full human team killed 100 baddies, on average, they would get a total of 20 ectos and 80 raven staffs. Each person on that team, again on average, would get 5 ectos and 20 raven staffs.
Now, suppose a Solo farmer killed the same 100 beasts. That person would get all 20 ectos, since they’re exempt from scaling, but they would only get ¼ of the 80 raven staffs because they are subject to scaling. Therefore, in this fictional farm spot, the solo farmer would get 20 ectos plus the 20 raven staffs he or she would have gotten in a full group or a total of 40 drops.
Therefore, if X = 0.2 and P = 4, the expected Loot drops (L) are 0.4 or 40%.
You can perhaps see better how the original formula works: L = (1/P)*(1-X)+X
L = (1/4)*(1-0.2)+0.2
L = (.25)*(0.8)+0.2
L = 0.2 + 0.2
L = 0.4
Loot drop for solo farmer = 40% in a 4 man zone with 20% of drops not scaled.
This is why Gaile cannot give precise figures on the impact of scaling. Unless you know what percentage of drops are not scaled -- which varies by zone -- and the party size, you cannot determine how many more drops a solo farmer would expect to get. If, as I wrote earlier, 15% of drops aren’t scaled in an 8 man zone, a solo farmer would expect to get double what a member of a full team would get. This “doubling” cannot be applied generally, however and was meant to give people a rough idea without going through the math I just did. The mistake the OP makes is assuming that Gaile’s “doubling” comment can be applied consistently. It really cannot.
arcanemacabre
Very good point, Hallomik, I hadn't even considered that. Her comment about possibly earning twice as much might just be factoring in all the loot that isn't scaled. In which case, manitoba is way off. This would mean the loot scaling is a strict 12.5% for a solo in a zone made for 8 players, but then an extra unknown percentage added on for everything not scaled. Of course, if you're extremely lucky, you might make double the amount you could in a team, but highly unlikely.
This is probably how it is:
Solo on an 8-player map = 12.50% + non-loot-scaled items
Solo on a 6-player map = 16.67% + non-loot-scaled items
Solo on a 4-player map = 25% + non-loot-scaled items
Solo on a 2-player map = 50% + non-loot-scaled items
This is probably how it is:
Solo on an 8-player map = 12.50% + non-loot-scaled items
Solo on a 6-player map = 16.67% + non-loot-scaled items
Solo on a 4-player map = 25% + non-loot-scaled items
Solo on a 2-player map = 50% + non-loot-scaled items
hallomik
You've got the idea now, yes, but your math is just slightly off.
It should be,
Solo on an 8-player map = 12.50% of loot-scaled items + non-loot-scaled items
It should be,
Solo on an 8-player map = 12.50% of loot-scaled items + non-loot-scaled items
Nestaron
Quote:
Originally Posted by Rusty Deth
Once again Hard Mode FTW!!!
Plus anyone else notice bosses sometimes drop 3 things? Wonder how that factors in, and thats in normal mode most of the time. |
cellardweller
Quote:
Originally Posted by manitoba1073
I suggest this one for you.
http://en.wikipedia.org/wiki/Math |
lennymon
Quote:
Originally Posted by Levi Garett
You guys should just take his word for it since Manitoba is the self proclaimed founder of 55HP monking...
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very wise, let the smiling and nodding commence. can I be the self proclaimed creator of beer? (oh wait I already am)
MSecorsky
OK, I'm completely hypothesizing here, but this feels like what's going on.
A critter has a % chance in any area (which may vary) to drop an item. IF that creature is calculated to drop an item, then the item to be dropped is determined. If it's an exempt item, it is dropped. If it's an item subject to scaling then based on the number of party members there's a percent chance the item will not drop.
So... sum it up:
Creature Dies.
Determine if creature drops item (based on a percent chance to drop).
-- If yes, determine what item drops. Is the item exempt from scaling?
---- If yes, drop item.
---- Else, determine percent chance on item dropping based on party size. Roll random.
------ If the random is still in the percent chance to drop, then drop, else do not drop.
Now... this actually makes a simple flat percent to get something nearly impossible (or at best rather difficult) to calculate with any precision... but if I wrote the code, it would look something like that. Simpler from a logic perspective.
A critter has a % chance in any area (which may vary) to drop an item. IF that creature is calculated to drop an item, then the item to be dropped is determined. If it's an exempt item, it is dropped. If it's an item subject to scaling then based on the number of party members there's a percent chance the item will not drop.
So... sum it up:
Creature Dies.
Determine if creature drops item (based on a percent chance to drop).
-- If yes, determine what item drops. Is the item exempt from scaling?
---- If yes, drop item.
---- Else, determine percent chance on item dropping based on party size. Roll random.
------ If the random is still in the percent chance to drop, then drop, else do not drop.
Now... this actually makes a simple flat percent to get something nearly impossible (or at best rather difficult) to calculate with any precision... but if I wrote the code, it would look something like that. Simpler from a logic perspective.