Drop Rates SoJ vs. SV (Image heavy!)
Caged Fury
This thread got my interest, so guildie and I gave it a go last night. Did afew runs in Fahranur. Two 55hp SoJ monks, both characters created 22 months ago on the same day, both using exactly the same build. I'm sure we synch correctly - we stood side-by-side at the portal and gave a countdown to run out of the outpost, and prior to tackling the mobs we confirmed the composition of the mob were identical. Guildie and I found our dropped items to be completely different in each run, nothing similar at all. So can't give OP any backing, but on the bright side, we got lots of good gold items.
Skinny Corpse
That's really strange.. and the mobs were identical all the way?
We've had runs when the two first ones were correct and the rest didn't match.
But ever single time we've had identical mobs all the way, the loot has been
pretty much identical too.
Gold is always good.
We've had runs when the two first ones were correct and the rest didn't match.
But ever single time we've had identical mobs all the way, the loot has been
pretty much identical too.
Gold is always good.
Armond
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Originally Posted by Arusha
Your post triggered me to do this because I've never ever seen my own IP anywhere in GW.
As for why you leave an NCSoft owned IP when you edit wikis, I don't know. Do you work for NCSoft and edit wikis while at work?
Originally Posted by Skinny Corpse
It is? Interesting. Then there's more to test.
Armond.. who are you, really? A guy who can't remember his own IP address, apparently NateAlluran
Quote:
Originally Posted by Caged Fury
This thread got my interest, so guildie and I gave it a go last night. Did afew runs in Fahranur. Two 55hp SoJ monks, both characters created 22 months ago on the same day, both using exactly the same build. I'm sure we synch correctly - we stood side-by-side at the portal and gave a countdown to run out of the outpost, and prior to tackling the mobs we confirmed the composition of the mob were identical. Guildie and I found our dropped items to be completely different in each run, nothing similar at all. So can't give OP any backing, but on the bright side, we got lots of good gold items.
All I can say is that syncing is waaaay harder then it seems, me and my brother currently have 2 computers side-by-side and we still have trouble doing it...sometimes it just doesn't seem to work and sometime it works after a couple of goes. I doesn't seem the characters used matter at all- our monks were created months apart and don't always use the same builds.
Are you sure all the mobs were the same? I had a run which looked identical (apart from the drops) up to the second group of undead, that one almost got me thinking I'm on to something new Caged Fury
I'm sure the mob composition were the same. Prior to tackling each mob, we did the.....
ME: 2 Lashers, 1 Blighter HIM: Check ME: 3 Ridgeback HIM: Check ME: 2 Frigid, 1 Blighter HIM: Check ME: 2 Dead, 4 Corpses HIM: Check And so on and so. Unless there were a difference somewhere and we were not fully synch. Just that the mobs we encountered and killed were the same, thus giving the impression we were synch. We just tackled the 3 group of skales, ignoring the first mob when you zone into the area (usually after getting enchantments up, they're gone and can't be bothered to chase them ). And then into the city and killing all the undead without going to the dervish mob and boss. I think there are more than just undeads and skales on this map, just never explored it really. Targuil
Quote:
Originally Posted by Caged Fury
I'm sure the mob composition were the same. Prior to tackling each mob, we did the.....
ME: 2 Lashers, 1 Blighter HIM: Check ME: 3 Ridgeback HIM: Check ME: 2 Frigid, 1 Blighter HIM: Check ME: 2 Dead, 4 Corpses HIM: Check And so on and so. Unless there were a difference somewhere and we were not fully synch. Just that the mobs we encountered and killed were the same, thus giving the impression we were synch. We just tackled the 3 group of skales, ignoring the first mob when you zone into the area (usually after getting enchantments up, they're gone and can't be bothered to chase them ). And then into the city and killing all the undead without going to the dervish mob and boss. I think there are more than just undeads and skales on this map, just never explored it really. Plants, screes and insects atleast. Imparator x
Rt/mo 330.. drop rate is more....my record is 12 golds in 1 run
Armond
Quote:
Originally Posted by Imparator x
Rt/mo 330.. drop rate is more....my record is 12 golds in 1 run
I've gotten 8 golds on a Cursed Lands run before leaving Nebo Terrace. So? Pure luck.
FaTaLiTy
Have you tried this with the Zaishen Chest? Maybe it drops the same?
gw_poster
Quote:
Originally Posted by Imparator x
Rt/mo 330.. drop rate is more....my record is 12 golds in 1 run
Funny, I've done this run solo with Mo/D about 7 times...most golds in one run....<drum roll, please>......2 - that's right....2 golds (and one was from a chest) lol....my luck is lose
yosser
I have done lots of farming in this area, found that some days were better than others (Monday was always bad)
Tried to work out from the skales at the begining (kept note - lost them now long time ago) Did you manage to work out what was the pattern from the skales to get a good run? Thanks Very interesting about the drops - I can belive anything really.....in regards to drops..... Skinny Corpse
Quote:
Originally Posted by yosser
I have done lots of farming in this area, found that some days were better than others (Monday was always bad)
Tried to work out from the skales at the begining (kept note - lost them now long time ago) Did you manage to work out what was the pattern from the skales to get a good run? Thanks Very interesting about the drops - I can belive anything really.....in regards to drops..... We've not found any way to determine whether it's going to be a good run or not, and I'm not sure it's even possible. There are so many variables that seem to affect the drops. Some days seem better, specific times of the day, how many people farming the area, for how long the area has been farmed etc etc. I don't even know how to begin testing this this to be honest, there are just too many variables. Khasar
If only someone could talk to one of the designers of the game...
Skinny Corpse
Quote:
Originally Posted by Khasar
If only someone could talk to one of the designers of the game...
You really think they would let us in on this?
Imparator x
Quote:
Originally Posted by FaTaLiTy
Have you tried this with the Zaishen Chest? Maybe it drops the same?
Hmm nice idea i try this 330hp
Freke
Another question I have is it a day rotation? Try the same build at the same exact time the next day or week and see what happens.
Memphis Rain
Sorry if anyone already mentioned this since I didn't have the time/patience to read through the entire thread. Since the game spawns an instance when anyone enters an area and assume that the drops are pre-determined (prolly more efficient this way from programming stand point), so maybe the game does this based on the time of entry in conjunction with the IP address the players are logged in from. I wonder if this would still work the same if two people are logged in from different household (again assuming the thread starter and his brother were in the same house using the same router), but then it'd be hard to completely sync up the timing. If it turns out that the IP address wasn't part of the equation I wonder if there's anyway one can benefit from this discovery.
Armond
Quote:
Originally Posted by Memphis Rain
Sorry if anyone already mentioned this since I didn't have the time/patience to read through the entire thread. Since the game spawns an instance when anyone enters an area and assume that the drops are pre-determined (prolly more efficient this way from programming stand point), so maybe the game does this based on the time of entry in conjunction with the IP address the players are logged in from. I wonder if this would still work the same if two people are logged in from different household (again assuming the thread starter and his brother were in the same house using the same router), but then it'd be hard to completely sync up the timing. If it turns out that the IP address wasn't part of the equation I wonder if there's anyway one can benefit from this discovery.
Nope, they're in different places, connecting to different servers, and have different internet service providers.
NateAlluran
Quote:
Originally Posted by Freke
Another question I have is it a day rotation? Try the same build at the same exact time the next day or week and see what happens.
I doubt you could test this since you'd have to sync the runs to the exact same milisecond week after week without any way to be sure if you've done it right
Abonai Laguna
Well,
I tested the same with a friend of mine, after reading this thread, also in Fahranur. Me using my home-made Ele build (Will share later), Him using 55. We were sitting next to eachother and it took it about 20-25 min to get a nice sync... But the drops were the same, except for lockpicks, i got 1 more... and he had 30 more gold at the end of the run (Maybe he had it on him when we started, dunno) -------------------- So, I confirm this one. Waiting for more areas though Memphis Rain
Quote:
Originally Posted by Armond
Nope, they're in different places, connecting to different servers, and have different internet service providers.
If that's the case then the question would be how would ones know they are synchronized perfectly going into the area if they are physically in the same room where they can see each other's screens? Given Ventrilo or TS are great tools but there are delays.
Armond
Quote:
Originally Posted by NateAlluran
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Quote:
Originally Posted by Memphis Rain
If that's the case then the question would be how would ones know they are synchronized perfectly going into the area if they are physically in the same room where they can see each other's screens? Given Ventrilo or TS are great tools but there are delays.
By watching as they enter the area and checking the spawns, as has already been discussed. :P
Runi
You guys got me so curious about this I had to try it out myself. My friend and I sat down and tried to repeat your experiment. It took us around 5 tries to finally get the same spawn of skale at the beginning. We were sure we had the same spawn when we started reaching the next few skale groups because they were the same as well.
And the results: It worked! We both got the exact same gold drops (with the same stats) from the same monsters. We also shared all of the purple drops with one exception. The white and blue drops tended to be the same, but were different sometimes. The dervish boss gave us both an elite dervish tome too I was pretty skeptical about this when I read this post the first time. I seems reasonable that ANET is seeding a random number generator with a time stamp when you first enter an area, but I figured it would be very difficult for two people to get the exact same time stamp. It actually was not very hard at all. Now my friend and I can farm the same area and each take a slightly different path. If one person gets good drops from a particular group, then the other can go there and get the same drops. This should make farming a bit faster (since two people can cover land more quickly than one) and more profitable. TheLordOfBlah
Quote:
Originally Posted by Elite Bushido
ever hear of knowing what skills are best for builds? like Mystic Regeneration which makes HB+Mending obsolete to hell.
no, apparently not lol, its funny how you guys think those skills are needed and yet, very very sad at the same time Unless there is heavy degeneration in the area you are farming, healing breeze is just as efficient as mystic. You aren't going to complete the run any faster because you run it. A Leprechaun
Quote:
Originally Posted by TheLordOfBlah
Unless there is heavy degeneration in the area you are farming, healing breeze is just as efficient as mystic. You aren't going to complete the run any faster because you run it.
I don't use Mystic Regen but I can see its better, it replaces HB and mending, thus saving you a slot.
~A Leprechaun~ Xylia
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Originally Posted by Krazi Bastid
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Quote: Originally Posted by Krazi Bastid i do however think its true. i am pretty sure that items and their stats are determined when you load the map. how do i know? because a couple of times, i have fought enemies and got hit with some random -3dmg and lifesteal shows up in my dmg skill list thing. when i kill the enemies, they drop a weapon that had a vamp mod on it. I agree, I have seen the random life steal as well and been rewarded with a vamp weapon.
Quote: Originally Posted by political necro 5 deadswords
all defense except 1 warding
this is of course after a couple of runs, but its still kinda strange
does that mean equipment mods vary by the area farmed? I believe it means that the sword pommel of defense is a very common mod. Some mods definitely drop more often than others, and defense is one of the more common ones.
Quote: Originally Posted by KartMan
no mobs ? you sure about that ? isn't it rather shadow form that makes you believe that ?
for your second point, what would you prefer ?
10 sec of loading (generating etc), and then play a smooth game ?
or
no loading, 1 sec of loading (lag included) everytime you move to a new spot ?
another reason I think it is pregenerated is that gw is a client-server game, the generation is made by the server, imagine that if the server had to generate things on-the-fly, multiply it by the number of instance it has to handle, it will have far more workload than if it was done one-time only per instance.
my 2 cts ^^ I believe the mobs are generated at load time, but are not placed into the instance until you approach them (so they're basically loaded into memory, but not given coordinates). This would keep the server from constantly moving all of the mobs and then having to send updates to all clients connected to the instance.
I do agree that the loot list is almost certainly pre-generated when you enter an area. I suspect that it is stored on the server, not the client, to prevent you from peeking.
for your second point, what would you prefer ?
10 sec of loading (generating etc), and then play a smooth game ?
or
no loading, 1 sec of loading (lag included) everytime you move to a new spot ?
another reason I think it is pregenerated is that gw is a client-server game, the generation is made by the server, imagine that if the server had to generate things on-the-fly, multiply it by the number of instance it has to handle, it will have far more workload than if it was done one-time only per instance.
my 2 cts ^^ I believe the mobs are generated at load time, but are not placed into the instance until you approach them (so they're basically loaded into memory, but not given coordinates). This would keep the server from constantly moving all of the mobs and then having to send updates to all clients connected to the instance.
I do agree that the loot list is almost certainly pre-generated when you enter an area. I suspect that it is stored on the server, not the client, to prevent you from peeking.
Quote:
Originally Posted by Armond
This is ANet. Don't expect greatness. It wouldn't surprise me if it were only timestamps.
What else could you use in a random loot generator that would be both random and fair? If you use anything character, account, IP, or logon ID based, then you will basically guarantee that certain characters will always seed the generator in a certain way. This would almost certainly lead to exploitable patterns, once someone figured out what the "random" seed was. Quote:
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