The truth about soloing with Loot Scaling

Diddy bow

Diddy bow

Furnace Stoker

Join Date: Oct 2006

Jawsome!!!!!!!!!!!

looking for one :p

A/D

Anyone who has ever farmed spiders in elona will know that the aoe bug exists...

Yawgmoth

Yawgmoth

Furnace Stoker

Join Date: Apr 2005

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

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 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).
Ok then tell me where im wrong, But Im not wrong. Loot Scalling is based on full party sizes. Heres straight from the official wikki

Loot scaling
From Guild Wars Wiki
Jump to: navigation, search
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

Wilds Pathfinder

Join Date: Nov 2006

Gwen Is [EVIL]

N/

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.
As an example of this, my dervish was killing nagas in the 4th dragon fest quest, and got a drop for pretty near every monster she killed in a mob. She was using her scythe and taking them on one at a time (some times two with adjacent). So, a mob of 6 yielded 4-5 drops. My necro killed an entire mob in one blow (icy veins) and would get one drop... from a mob of 6. Both went in solo. Both on the same day, with no builds being installed inbetween. So why does one get 1 drop, and the other gets 4-5? Makes a pretty good question.

Nemo the Capitalist

Nemo the Capitalist

Desert Nomad

Join Date: Aug 2006

Trust me you dont want to know my Chasms of Despair

Zaishen Brotherhood

N/Me

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

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 Nemo the Capitalist
HE GOT HIS stats off Kramers mad money
And yet another confused person. Since posting the crap from Official wikki Ill just give you the links.

http://wiki.guildwars.com/wiki/Game_updates:April_2007 feel free to read it.

MsMassacre

Frost Gate Guardian

Join Date: Dec 2005

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.

Eldin

Eldin

Forge Runner

Join Date: Dec 2005

America. How about you, commie?

Fellows of Mythgar [FOM]

R/Mo

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.

acidic

Frost Gate Guardian

Join Date: Sep 2005

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

Onarik Amrak

Onarik Amrak

Forge Runner

Join Date: Mar 2007

Astral Revenants

P/W

Statistics can be made to prove anything, 40% of all people know that.

Amy Awien

Amy Awien

Forge Runner

Join Date: Jul 2006

R/

Quote:
Originally Posted by manitoba1073
Ok then tell me where im wrong
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.

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 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.
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.

shanaya

shanaya

Frost Gate Guardian

Join Date: Nov 2005

Scouts of Tyria

R/

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.
....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.

Amy Awien

Amy Awien

Forge Runner

Join Date: Jul 2006

R/

Quote:
Originally Posted by manitoba1073
I did not make them up.

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.
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.

Caoimhe

Caoimhe

Frost Gate Guardian

Join Date: Feb 2006

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.
100% certain that there's no other Mesmer lingerarmor because it was determined that males would never leave the towns and outposts unless they took a Mesmer with them. And if they took a Mesmer with them, everyone would get wiped by things like Whiptail Devourers because the guys would still be focused exclusively on the Mesmer's attributes - and I don't mean the amount of points in Fast Casting.

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

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.
What mode did you do it in as I could get the same basically?They would be all white maybe the odd blue and a few gold but the Gates is no longer a place to make a decent amount of gold it might be in hard mode but not normal.Why do you have a problem accepting what this person is saying as he is taking what Gaile has said and applied it?What I would ask is this hard mode or normal then take it from there?It is not like he trying to sent you up the wrong river or road just the opposite or why go through the effort of making this thread up.

Btw in the real world you only use 5 to 10% of the math you learn in university.

DarkGanni

DarkGanni

Forge Runner

Join Date: Mar 2006

Malta

[CuTe]

E/

Loot scaling also thaught me that killing small groups gives more drops than a large group.

Pro Master

Lion's Arch Merchant

Join Date: Dec 2006

I Seek H K [香港]

W/

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.
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. ><

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 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. ><
Have you not been playing the game, and did you not read what I posted. Seriously. Reread it. It will help. And these will help yet again
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.
No they are not made up, they are given a leeway. But since you dont wanna do the math here you go. 1/8=12.5% 1/6=16.6% 1/4=25.0% 1/2=50% now thats the hard numbers. I gave a leeway to them. is all now those numbers double since a solo player could and should make twice as much according to gaile will 1/8=12.5% x 2 = 25%(24%-28%) 1/6=16.6% x 2 = 33.2%(32%-40%) 1/4=25% x 2 = 50%(48%-56%) 1/2=50% x 2 = 100%(98%) with the leeways in parentheses. So spank you come again. The Numbers are taken from what the max number of ppl is which is what the hell Loot Scalling is based on.

Amy Awien

Amy Awien

Forge Runner

Join Date: Jul 2006

R/

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.

drago34

drago34

Krytan Explorer

Join Date: Feb 2005

California

Looking for good PvE guild ...

A/

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.
OP just got owned...

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 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.
First off you were the one that started. I replied the same manner in which you yourself posted if you are that upset about it, its you're own fault. Now my leeways is not nonsense first of all. The was giving because simple fact is that there could be certain conditions that may cause the base score to vary, which is where those leeways come from, and any mathmatician always put such things in there figures thats why u see in everywhere thats theres - or + . So your calling me a fraud is out the window. Now as you say you had already done the math then you should have seen that they were within the core number. Since I've shown I was right you attempted to lash out and call me a liar and now a fraud, because I was right and called you on it. So apparenly you need to retake primary schooling to relearn things.

Xapti

Xapti

Frost Gate Guardian

Join Date: Feb 2005

Mo/

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.
It's a good theory (kinda, lol), but where in the world did you come up with the idea that there's code that actively discourages/prevents the same person from getting the same drop twice (or more) in a row? The drops are RANDOM... when its' randomized, consecutive drops for one person is rare... you don't need discouraging. And of course random number between 1 and 1 is 1. Also, even if there was some code like that, why would it just be implemented so that the same person coudltn' Get a drop in a short period of time? wouldn't it make the most sense to ensure they don't get x drops in a row, no matter what the time frame was?

cellardweller

cellardweller

Likes naked dance offs

Join Date: Aug 2005

The Older Gamers [TOG]

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

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by manitoba1073
mathmatician
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:
  • 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

Jungle Guide

Join Date: Jan 2007

Guild Hall

A/

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.

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by Omniclasm
The truth about loot scaling is it has caused a lot of this.....

I think we can agree on this.

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.
You're pulling that out of the same spot manitoba got his figures, aren't ya? One set of 12 monsters isn't enough to prove much of anything.

Omniclasm

Jungle Guide

Join Date: Jan 2007

Guild Hall

A/

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.

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

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.
Well that's odd because I have completely different anecdotal evidence. I often test new builds by "farming ettins". I do this because there is a good mix of different types of monsters (such as mergoyles, tengu, etc), but spaced far enough apart so that I'm not overwhelmed. The builds I'm testing are not farming builds, they're designed to be with a team, and usually have a res and a single personal heal, the rest damage/support.

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

Jungle Guide

Join Date: Jan 2007

Guild Hall

A/

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

Gawa

Frost Gate Guardian

Join Date: May 2007

[Oldschool Respect and Honour]

Quote:
Originally Posted by Omniclasm
By the way, loot scaling is based on how quickly you kill.
I'd say that is one factor in the calculation, yes. Slip an 'also' between your 'is' and 'based' and then we are getting somewhere i reckon.

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.
I will try and test this also. Going with your thoughts that it is proximity related..then i have to assume that even in a group, if we are strongly offensive and can kill a group of tightly packed beasts very quickly, that they will also drop in proximity to each other at the same time (or near to) and thus we could end up with 'missing' drops based on this 'bug'..? If you are correct, and it is a bug, then it will be impossible to scientically test this. If it is a timing related feature of the calculations, then the stats should still be valid.

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 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:
  • 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.
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]


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.
I suggest this one for you.
http://en.wikipedia.org/wiki/Math

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

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]
Ok, now care to explain how I showed you were right with random 24-28% BS numbers?

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

hallomik

Krytan Explorer

Join Date: May 2006

The Illini Tribe

N/Mo

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.

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

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

hallomik

hallomik

Krytan Explorer

Join Date: May 2006

The Illini Tribe

N/Mo

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

Nestaron

Nestaron

Krytan Explorer

Join Date: Mar 2006

Glasgow, Scotland

Banished Dragons

A/

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.
Had a boss drop 4 things in hard mode, 3 of which were gold and none of them for me. Wouldn't of been so bad, but that monk had 5 gold drops that run and the warrior had 2 or 3! All i got was 2 stinking purples and a bunch of whites.

cellardweller

cellardweller

Likes naked dance offs

Join Date: Aug 2005

The Older Gamers [TOG]

Quote:
Originally Posted by manitoba1073
I suggest this one for you.
http://en.wikipedia.org/wiki/Math
You seem to enjoy people laughing at you so I'll stop trying to help you realise why.

lennymon

lennymon

Forge Runner

Join Date: Nov 2005

Seattle

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

R/

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...

very wise, let the smiling and nodding commence. can I be the self proclaimed creator of beer? (oh wait I already am)

MSecorsky

MSecorsky

Furnace Stoker

Join Date: Jun 2005

So Cal

The Sinister Vanguard

Me/

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.