Killing multiple foes at once...

MisterB

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Quote:
Originally Posted by CE Devilman
the way I see it:

U kill 1X in a sec ..Anet server ..ok..send data back...U got a drop.
U kill 20X in a sec ..Anet server ..ok ..got a lot of data...cut down to keep a good ping..U dont get drops I don't think ANet's server, nor their software for that matter, has any trouble assigning large amounts of drops when large groups die at the same time. The phenomena being discussed in this thread is a part of, or in addition to, the loot scaling update.

Just from my own personal experience, I can recall every foe dropping a reward in such places as the Battle at Turai's Procession(Splinter/Barrage,EoE), or even Griffon farming with my wammo. I often balled up 20-30 griffons at a time. There are probably still screens and videos you can find from before loot scaling was introduced where large groups die all at once and each foe drops a reward.

manitoba1073

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Quote:
Originally Posted by Antithesis
Dude, you are so full of crap...I'm certain software developers programming a game that sells 5 million units are advanced enough at their craft to not add sticky tape and chewing gum to their code. And for the record, yes, i am a software developer so I do have limited insight...you can't dismiss me with 'you need more computer coding training'.

I have little doubt the lootscale code is working exactly as intended - 15 enemies dying at once is going to make bugger all difference to your average CPU and GPU capable of millions of calculations per second...the computer is not going to 'hang' and it's not a 'bug'. You're engaged in pure speculation backed up by no evidence at all. Your statements are always made as fact when they are nothing more than theory. You don't know the inner workings of the code, none of us do. You're making guesses based on your own observations and that amounts to nothing more than just one more asshole's opinion.

We know little more than this - killing foes one by one 'may' increase chalk drops. It can also dramatically increase the time to complete a run, so drops over time needs to be factored in. There also 'appears' to be a decay in the quality of drops in a given location over time - you tend to get your best drops on the first few runs. Maybe we can link this to the buried treasures around Nightfall and 'assume' that you shouldn't farm that location more than once a month.

All of this is based on subjective experience and results vary from person to person - we can't document them as fact when none of it can be proven as true for all users and there is cold, hard, replicable evidence to dispute the AoE vs Single Foe theory. This thread is the closest thing we have to proof that drops are determined and delegated upon the instance spawn. There is no difference between blue, grape, gold and green drops. Some variance exists in cash and chalk. Therefore AoE vs single makes no difference at all UNLESS you want merch food. Thats so good of you Im so sure the mods will be happy to delete this whole section dedicated to ingame bugs just on your recomendation that there is no bugs in this game.
http://www.guildwarsguru.com/forum/f...play.php?f=259


Now you want to find out yourself how the drops are then try every combination of things that would cause the AoE bug. The thread you mentioned if true then we would not being seeing the ToD/AoE bug if loot was determined when you entered the instance. You wouldnt see the bug either if loot system was based on determining what the drop was first before selection of who gets it.

For your record I'm been dealing with computer code since the early 80's. So I think I know a few things about it too.

MisterB

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On what basis do you claim there is a bug when the majority of the code runs on ANet's server? How can you know whether it is a mistake, and not working as intended(by limiting the number of drops)? Are you also privy to ANet's game design philosophy in this matter?

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Quote:
Originally Posted by manitoba1073
Thats so good of you Im so sure the mods will be happy to delete this whole section dedicated to ingame bugs just on your recomendation that there is no bugs in this game.
http://www.guildwarsguru.com/forum/f...play.php?f=259
You're clutching at straws. Of course there are bugs in the game, but you can bet AoE drop 'hangs because the CPU can't handle multiple foes dying concurrently' isn't one of them. Where's your evidence? 3 charr drops in Nolani...stop the press, Manitoba's discovered a bug! All hail Manitoba, you are indeed the god you profess to be.

BTW, we're still waiting for those req7 max weapons you claim are still dropping. WTB credibility...

Quote: Originally Posted by manitoba1073
For your record I'm been dealing with computer code since the early 80's. So I think I know a few things about it too. That about sums it up for me. Your code must be impeccable.

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Quote:
Originally Posted by Antithesis
You're clutching at straws. Of course there are bugs in the game, but you can bet AoE drop 'hangs because the CPU can't handle multiple foes dying concurrently' isn't one of them. Where's your evidence? 3 charr drops in Nolani...stop the press, Manitoba's discovered a bug! All hail Manitoba, you are indeed the god you profess to be.

BTW, we're still waiting for those req7 max weapons you claim are still dropping. WTB credibility...
You mean the official confirmation from anet that they do infact still drop.

Quote: Originally Posted by Gaile View Post
I spoke with our designer who specializes in items, John. John told me that yes, Req 7 items do drop, but "they are super rare." John knows his stuff, and if he tells me a definite and immediate "yes," as he did, then I believe that he is certain that his answer is accurate.

He's a busy guy, and I got the answer that was requested. I hope you'll understand that I'd rather not go bug him for "is that max this or that skin or those specs or which campaign or what chest or...?" I think it's cool that they drop, and I guess over time, the odds improve that one will be offered for sale or trade. Well, it may be unless the person who gets the drop values having it over selling it, of course. If I got one, I don't think I'd ever part with it! I thought you were one of them thats still pissed off that I let people know they were still dropping.

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Quote:
Originally Posted by manitoba1073
I thought you were one of them thats still pissed off that I let people know they were still dropping. I'm not pissed off, i couldn't care less. You still haven't provided the proof. Show a screenshot (from anyone, anywhere) and you'll go up one notch in my book.

You have a history of posting unsubstantiated crap as fact and that does piss me off. I'm not questioning your motives, but your methods leave a bit to be desired. There's a vast gap between 'i think' and 'i know'.

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Quote:
Originally Posted by Antithesis
I'm not pissed off, i couldn't care less. You still haven't provided the proof. Show a screenshot (from anyone, anywhere) and you'll go up one notch in my book.

You have a history of posting unsubstantiated crap as fact and that does piss me off. I'm not questioning your motives, but your methods leave a bit to be desired. There's a vast gap between 'i think' and 'i know'. Unsubstantiated crap. thats a funny one. I just dont like repeating myself numerous times. Now name one thing that was unsubstaniated. I think you need to go back and actually read my threads.

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Quote:
Originally Posted by manitoba1073
Unsubstantiated crap. thats a funny one. I just dont like repeating myself numerous times. Now name one thing that was unsubstaniated. I think you need to go back and actually read my threads.
Exhibit A
Quote: Originally Posted by manitoba1073 What happens when you kill multiple things at the same time the loot system (bugs or hangs) for a sec. Exhibit B
Quote: Originally Posted by manitoba1073 It doesnt matter the size of the groups. All that matters is they die at the same time. That is where you see the bug. It has always been in game,but you only saw it in full groups ie someone getting most of the drops when you nuked them in one shot. Exhibit C
Quote:
Originally Posted by manitoba1073
Talarian it does matter where or what type of damage it is, its only from the timing of there deaths.
which is why it seems if you stagger there deaths that it seems like more drops, by not letting the loot selection system get hang-up.

Age cant remember if you remember the old FoW bug with how item selection was? This is a left over from when Anet tried to fix that. instead of redoing the code they patched it. Exhibit D
Quote:
Originally Posted by manitoba1073
Yes thats basically what it is. Its not that they are being lost though its just that with LS in that the code is not properly selecting who gets the drops when you kill them at once. It hangs or hiccups whatever you want to call it. Where's your proof this bug exists rather than the code working as intended? Pure speculation from a wild imagination...it's all in your head unless you can back it up.

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Quote:
Originally Posted by manitoba1073
It dont hang or hiccup that long. However you do see where some people will get a majority of the drops in a full group when you do AoE a big drop. If you cant believe that a computer can hiccup or hang like that then you need more computer coding training. Im not being mean Im just saying that they do. That comes from all the patch work that Anet has done to the loot system. And there was me thinking a degree in Computer Science would be enough qualification to comment on something like this...

Seeing as you haven't actually expanded on your original statement, I'm still going with my theory. AoE farming is ALWAYS faster than individual farming. Therefore, as I said before, it would be unfair for the game to reward both farming types the same. I have a fast and effective farm that only takes a minute, so I shall use this as the basis for testing all these theories. I shall do the run 10 times killing all mobs at the same time, 10 times killing them one by one (if I can adapt the build which I am sure I can), and hopefully with some assistance from my guild 10 times with a full team killing them all at the same time. These results should better show how the system works.

My Lipgloss is Cool

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In my experiance (and limited evidence from my earlier screenshots) while getting less white drops while AoE farming, I always seem to get the same/simliar amounts of event items (Shamrock Ales, Four Leaf Clovers, Chocolate bunnies, Gold eggs, etc.) as when farming with SV. So I'd have to agree with Talarian here. Faster killing causes more drop chances, so Anet balenced it out so AoE killing gets compairable drop:time as single-target killing and that event items just have their own seperate drop system (which makes sense, as you can get event drops + normal drops from one death)

But, like has been said, we can't KNOW why things happen. We can only speculate.

MLiC

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Quote:
Originally Posted by Antithesis
Exhibit A


Exhibit B


Exhibit C


Exhibit D


Where's your proof this bug exists rather than the code working as intended? Pure speculation from a wild imagination...it's all in your head unless you can back it up.
A:- Funny not the only that says that

Quote:
Originally Posted by ragnagard
And if you use aoe skills like crystal wave / tenhai, inferno, etc... you can just note the "lag" produced and the drop... sometimes even if there is no drop or too low. weird haha So much for unsubstantiated if others see it to.

B:-So you're telling me you've never been in a full group before huh. Thats great to hear.

C:-How is that unsustatiated its exactly what everyone is seeing with the loss of loot. Unless you are now claiming people really are not seeing it. Havent you been around long enough to have played FoW back then to remember when there was the assignment bug in certain drops. Apparently not. Read here it does mention it when you find it.
http://guildwars.incgamers.com/forum...ghlight=player

D:-Proof that its a bug. Have you not been reading all the threads. Seriously you think its intentional that Anet would reduce drops based on the skills you used. But since you seem to think it maybe intentional and not a bug that if you use AoE that it reduces your drops I refer you back to your nice little comment about the 3 charr.



If it was intentional that using an AoE skill reduces the drops that that nice little picture shouldnt exist. As they are the same mob killed at the same time with an AoE skill.

Heres you picture of someone else posting a q7 drop it was posted before I even started any of those threads I guess you must have missed the memo huh

Quote:
Originally Posted by Tantra Existantance
This dropped while I was Vanquishing Cantha, crap mods...oh well

BTW he posted it on 2-18-08

Antithesis

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I've racked up over 3000 hours in 34 months, 99% of it PvE. Heroes didn't exist before NF and a party of henchies was crap, so i guess you could say i've done my time in 8-man groups.

Because one guy reports a problem with lag on AoE drops on his PC, you've made an ASSUMPTION that it's a bug and state it as fact. My PC doesn't lag on AoE even with three GW's running at the same time.

Because one guy picked up r7 daggers (doesn't say when he picked them up) you ASSUME they can drop from any sub-level 20 mob (that was your claim, not a Vanq drop) in any campaign and state it as fact. Where are your r7 NM drops?

Because some guy in an ancient QQ thread stated 'my ele doesn't get as many drops' you ASSUME there's a bug with the drop system and state it as fact. To be honest i don't have the time to read 20+ pages, so if you want to make your point provide a link to the specific post.

Using a group of 4 charr in a 4-man zone is too limited to be used as proof - it's a convenient example in an attempt to promote your own biased theory. The same can be said about Skinny Corpse's thread, but i'm more inclined to believe results that have been replicated by numerous people relating to the drops of an entire zone.

You latch onto any and every theory and state is as fact. It's not...just because one guy has an experience does not make it valid for all. And even if it is replicable, how do you know the results aren't as intended?

And how could you possibly know for a FACT that this relates to Anet botching the lootscaling code...you make statements like "the loot system (bugs or hangs) for a sec.", "That is where you see the bug.", "This is a left over from when Anet tried to fix that. instead of redoing the code they patched it." and "its just that with LS in that the code is not properly selecting who gets the drops when you kill them at once. It hangs or hiccups whatever you want to call it."...you're making it up to fit in with your own paradigm and calling it a bug. The drop system doesn't work as you want it to, that doesn't mean it's not working as intended. The simple answer is, you don't know sh*t from clay unless you've had direct access to the server-side source code.

I have no idea what point your trying to make besides making unfounded claims that the entire drop system is bugged on AoE. If AoE makes a difference, how do you explain Skinny Corpse's results? And if AoE makes no difference, how do you explain the Luxon Assassin results from My Lipgloss is Cool? The difference between the two can be explained by the loot scaling system - the only difference is chalks so AoE vs Single comes into play. How do these replicable results fit in with your bug theory? Even if there is a bug, based on Skinny's results you're only losing chalks...so who really cares?

QQ less, play more, there's jack sh*t you can do about it.

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Firstly, I fail to see where Skinny Corpse's thread is relevant to this discussion. Neither SoJ nor SV cause AoE damage, and as such the results therein do not apply to the situation we are trying to resolve here.

Now, I reckon there could be two phenomena at work here. The first is that the system is hard coded to provide fewer drops from AoE damage. This is the most logical situation, because otherwise we would be seeing a lot of very rich Elementalists who can earn the same as anyone else in a quarter of the time. My experiments so far seem to back this up, with the largest number of drops from AoE being 4 from 10 mobs (out of 10 runs, where the average was more like 2), and the largest number of drops from killing 1 by 1 being 7 from 10 mobs (out of 3 runs so far, the average being 6).

The second phenomena, which is pure speculation on my part relates to the situation manitoba alluded to where in a full group, one member will receive all the drops when a number of mobs are simultaneously killed (be it with AoE or luck). It is possible that the loot selection process only polls every half second or so to account for differences in lag on the client side. So if all the mobs die within a certain window, the loot selection system will provide all the drops to one person. This would not be a bug, it would be a sensible system to implement in an MMO where everyone experiences different pings.

The problem with manitoba's suggestion is that it assumes that when you enter an area as a solo farmer, 7 "invisible" team mates are actually created to assign drops to. This is ridiculous, as it would be far far far simpler to just divide drop rates by 4/6/8 and assign all drops to the person who is in the instance. I severely doubt the person responsible for the loot assignment code is such a moron that they went for the former system, because the amount of extra coding required would be horrendous. This would explain why AoE farmers never receive more than 1 drop per 4 mobs on loot scaled items. Obviously items that are not loot scaled, such as rare materials, tomes, etc. will drop at the same rate regardless of the way to mobs were killed. This is probably coded into the AoE system too, as there is a reason these drops are exempt from loot scaling.

In future manitoba, work through your theories logically, looking at all the possible reasons why an observation may be occurring, and pick the most likely one, not the first one you stumble across or the one you like the sound of most. It would save the rest of us a lot of time arguing with you over things that simply cannot be true.

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Quote:
Originally Posted by Talarian
Firstly, I fail to see where Skinny Corpse's thread is relevant to this discussion. Neither SoJ nor SV cause AoE damage, and as such the results therein do not apply to the situation we are trying to resolve here. In groups of the same enemy, SoJ will often kill several enemies at the same time. And although it isn't AoE, it does hurt several enemies at the same time.

MLiC

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Quote:
Originally Posted by Talarian
Firstly, I fail to see where Skinny Corpse's thread is relevant to this discussion. Neither SoJ nor SV cause AoE damage, and as such the results therein do not apply to the situation we are trying to resolve here.
It's relevant because it was a test of AoE vs Single - regardless of the kill method, the drops of both lootscaled and exempt items were almost exactly the same. If the loot system was bugged (as manitoba states) and hung on AoE (SoJ often kills multiple foes concurrently), why are they still getting the same drops? I do get your point however and suggest that Skinny has another go at his tests with an AoE Ele vs SV.

The best we can do thus far is assume that AoE does have an effect (no arguments here) but does it impact more than chalk drops? If it doesn't, how does the loot system manage the number of exempt items an AoE build receives because it can perform more farming runs in the same time? The answer to that was the anti-farming code which we're led to believe no longer exists. Skinny's test arena is a useful tool to prove or disprove this argument.

Quote:
Originally Posted by Talarian The second phenomena, which is pure speculation on my part relates to the situation manitoba alluded to where in a full group, one member will receive all the drops when a number of mobs are simultaneously killed (be it with AoE or luck). It is possible that the loot selection process only polls every half second or so to account for differences in lag on the client side. Far more plausible and an insightful explanation. Don't get me wrong, manitoba's made some interesting observations so the guy's clued in, but his explanations for those results are a little left-field. The loot system is probably the most critical for PvE farmers and i just can't believe that it's been bugged and not fixed for nearly three years. You can see how easily they can switch event items on and off - Bunnies and Eggs stopped dropping exactly when Anet said they would last weekend leading me to believe it's a highly-tuned and sophisticated system capable of being manipulated on-the-fly, not some Frankenstein monster beyond their control.

Quote:
Originally Posted by Talarian
Now, I reckon there could be two phenomena at work here. The first is that the system is hard coded to provide fewer drops from AoE damage. This is the most logical situation, because otherwise we would be seeing a lot of very rich Elementalists who can earn the same as anyone else in a quarter of the time. As an interesting aside - i saw Mr Kotte in Rata Sum farming the Raptor Nestlings for event items with his Ele. He reckons he made about 800K over the weekend and didn't farm it day and night. I put about 30 hours into the farm with a VwK W/Rt in NM and made about 500K from regular drops and event items (not counting the mods, dyes and a couple of r9 Saurian Sycthes I kept). I was careful as much as possible to make the kill with VwK and not Ancestor's Rage to test the AoE theory.

I'd be interested to see if Mr Kotte was using an AoE Fire build or an Earth Sliver tank, because 300K is a big difference when i'm guessing he farmed less than i did. I understand event items aren't lootscaled, but it would help to prove / disprove the argument that AoE builds can get richer quicker by focusing on lootscale exempt items (especially during event weekends) because they can do more runs in the same time. This would in turn help to explain the AoE vs Single foe phenomena during regular play to throttle back the rate at which an AoE build can accumulate wealth to fall in line with slower builds. Or it might prove nothing more than he's a better trader than I

If Skinny's and MLiC's results are valid, we can conclude two things -

1. If you want more merch food, go with a single foe build. It takes more time to complete a run, but you get more cash for it.
2. If you don't care about merch food and are after lootscale exempt drops, go with an AoE build for more runs at leet loot over time.

The question I think we're trying to answer is which is the better way to go?
Is one clearly better than the other or are they tweaked by the loot system to come out roughly even?

MisterB

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I think some current players are missing past perspective, whether they simply forgot what happened before lootscaling, or started playing after. This AoE effect on limiting drops was not discussed and did not exist before then. This leads me to the belief that it is working as intended as another means to limit the number of drops. Of course, I really don't have an explanation why it was not announced at the same time, nor can I say why questions about it go unanswered. When asked, Gaile went back to describing lootscaling. I'm not sure she understood the distinction. She may have just been confused.

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Quote:
Originally Posted by MisterB
This leads me to the belief that it is working as intended as another means to limit the number of drops. I think most of us are in agreement about that point. As i recall it lootscaling was implemented to cut the profit bots were making by farming and selling merch food. Most if not all bots were using SoJ, so an AoE nerf makes perfect sense (as did the added then removed NM AI scatter, thank god HM was added) and ties in with this argument.

I may be derailing the thread (and i apologise if that's the case), but does AoE effect non-lootscaled drops? If it doesn't, we can better farm desirable items by using an AoE build (except greens, Sliver rocks against bosses). Maybe that's a given and doesn't need to be proven, but if it's in question Skinny's tests should help if we pit a Fire Nuker vs a SV.

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From my experience, AoE does not affect non-loot scaled items. The majority of my tomes, dyes, and greens have all come from AoE farms. I am of the opinion that the system was made like this so that high-risk/high-reward farms like UW are unaffected, as AoE builds there are generally riskier than VwK builds. Other oft-farmed areas such as raptors, vaettirs, hulkings, etc. where there is no discernible difference in the difficulty of builds will be made less profitable according to their speed. I could be wrong, but again it is the most logical explanation.

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Quote:
Originally Posted by Antithesis
does AoE effect non-lootscaled drops? I don't believe so. During special drop weekends, I just go and do a Luxon Assassin run, mass agro and kill them all at once (see SSs at the end of Pg.1). Although I get about 6 drops on a normal run, on Special Drop Weekends I get 6 drops + 2-8 event drops.

MLiC

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Yeah i don't think it does either. Skinny's been following this thread and will hopefully test a Nuker vs SV. Results should be interesting.

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Heres the thing the SV vs SoJ thread and the picture of the group of char clearly shows that there is now secret plot by anet hindering the skills that a player uses by reducing the drops they use.

See you finally found why I linked that thread. Yes the problems with loot system have been ingame for 3 yrs. I know its hard thing to believe. They patch one part of it and it makes more problems.

No event items are not a part nor do they have anything to do with the normal loot system as they are on there own seperate loot table. You can teel that easily by getting them with normal drops from a kill and by thing that dont have a loot table such as the animal in Min Cho's estate and testing dummies on the ISLE.

Yes AoE effect does in fact effect the excluded-LS items.

Yes I saw him there in Rata Sum too. I even put in over 30 also lol. Pulled almost 1200 of each event item using a similar VmK build. If I would have sold the event items and other stuff I quite positive I would have hit nearly 800k also. Considering just in gold drops and merchant crap I got about 150k alone. That was using ancestors rage as a finisher. It was NM also.

Right about similar to what My ele would have hit the weekend before if I hadnt had to work taht Sat.


As I have shown already there is no alternate coding if you use AoE. As I said earlier if that was the case then the picture of the 3 kills and 3 drops with AoE simple wouldnt exist.


BTW Talarian. I have more than thought through and tested every thing Ive said. Seems some people still want to believe that the sun revolves around the earth. Why did I use the example of invisible henchmen is because some people here cant do simple elementary math as evidenced by this thread

http://www.guildwarsguru.com/forum/s...t+loot+scaling

Makes it easy for some on here to understand math to use words like invisible henchies.


BTW Antithesis - Did you also happen to notice the name of that thread where the pic of the q7 came from that might give you a close idea of when it dropped for him. Just a little hint you may want to check.


Then again heres another picture its 5 drops using AoE outa 20-24 kills in an 8 man area

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I'm not going to argue about whether or not the system is bugged, that's pointless and our side-debate is derailing the thread. You're either brilliantly intuitive or a complete loon...i haven't decided which

An AoE nerf makes perfect sense considering Anet's reasoning for implementing it - to cripple the bot farmers who mostly used SoJ. Leaving lootscale exempt items out of the AoE code also makes sense if AoE results in less merchfood. Your viewpoint is diametrically opposed to most of us.

After reviewing some of your posts and threads, I think you're saying all drops are random and AoE does effect non-lootscaled items. You've got a problem with that theory based on Skinny Corpses results. I'm really interested to see if Skinny gets different results with an AoE Ele vs SV.

Are you also saying AoE doesn't effect chalk drops, so AoE vs single is irrelevant? How does that explain MLiC's Luxon Sin run and those of many farming forum regulars who claim similar results?

PS I got about the same drops as yours - 1200 of each plus merchfood netted me about 500K...bunnies sold mostly for 250g, eggs mostly for 125g. Looong grind, but it was worth it for the r1 to r4 treasure hunter boost (i don't do chest runs and only use keys i pick up)

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Me/

I've been reading through this post for about half an hour now, checking Wiki and what not for more info on loot scaling.

It seems to me that most people are looking far too in depth into this. Manitoba has raised some quite interesting ideas though.

I've been playing for about 2 and a half years now and from my experience i believe that AOE vs Single damage are EXACTLY the same. I have no evidence to back this up other than my own observations.

I think the whole loot scaling thing has reduced ALL drops. This includes 8 man parties. Although i don't join party's much anymore (heroes are often smarter than most players lol) i do remember back before the AI nerf and hard mode. FoW runs were the way to go for me. But now even in hard mode the drops seem to be about 20% lower. (no i didn't work this out with some theory, its just what i think)

Either way i don't think there is a "Conspiracy" within Anet to ruin our fun lol (Although they do have a damn good attempt at it) The only thing that they have tried to do it to get players to join party's. Thats what it's all been about, even in a statement made by Anet they said

"People who play in normal size parties, including parties of heroes and henchman, will see no difference at all from loot scaling. At the same time, they will notice that normal mode is now much easier to farm, and that the introduction of Hard Mode provides a place they can play where the loot is better than ever before. Thus, people who play the game primarily in parties will simply make more money than they previously did."

But one point i would like to raise is, the whole "Invisible team" theory and flagging henchmen. If henchmen are flagged away, will this improve chance of a drop?

Antithesis

Antithesis

Desert Nomad

Join Date: Jan 2007

BrisneyLand

Sphincter Says [What]

W/

Quote:
Originally Posted by Ultima pyromancer
It seems to me that most people are looking far too in depth into this.
No doubt, but the questions are more fun than the answers...it sparks lively debate on the forum which keeps us away from our disappointingly random drops

It wasn't that long ago I thought drops were completely random, but Skinny's synced instance results blows a gaping hole in that theory. That and most farmers swear black and blue AoE vs Single makes a difference, MLiC's results back that up and most will agree with the findings. I don't farm enough to notice and i'm not after chalks, but the hardcore farmers are pretty convinced that killing one-by-one nets more drops.

Quote:
Originally Posted by Ultima pyromancer
But one point i would like to raise is, the whole "Invisible team" theory and flagging henchmen. If henchmen are flagged away, will this improve chance of a drop? For non-lootscaled items like green weapons, yes. H / H will still pinch your chalks and 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 Antithesis
I'm not going to argue about whether or not the system is bugged, that's pointless and our side-debate is derailing the thread. You're either brilliantly intuitive or a complete loon...i have decided which

An AoE nerf makes perfect sense considering Anet's reasoning for implementing it - to cripple the bot farmers who mostly used SoJ. Leaving lootscale exempt items out of the AoE code also makes sense if AoE results in less merchfood. Your viewpoint is diametrically opposed to most of us.

After reviewing some of your posts and threads, I think you're saying all drops are random and AoE does effect non-lootscaled items. You've got a problem with that theory based on Skinny Corpses results. I'm really interested to see if Skinny gets different results with an AoE Ele vs SV.

Are you also saying AoE doesn't effect chalk drops, so AoE vs single is irrelevant? How does that explain MLiC's Luxon Sin run and those of many farming forum regulars who claim similar results?

PS I got about the same drops as yours - 1200 of each plus merchfood netted me about 500K...bunnies sold mostly for 250g, eggs mostly for 125g. The kinds(types) of drops you is random to a degree as evidence by Skinny's thread. The hanging doesnt happen all the time but alot. With SoJ its harder to force the AoE/ToD bug to trigger ecspecially when you have high lvl enemies such as doing HM runs or high lvl areas adding to that is also LS. Makes it even far more worse than what many people are saying as thats where they are doing mostly there farming. Which is why 4 man area is best for testing in NM. Much easier to have a controlled enviroment.

AoE/ToD only doesnt effect items on the event item table such as event items,tomes.

As far as the similar results lots have seen I'll post a SS of it and so you what is going on. Since we are going by number of drops and not quality.


Same thing 20-24 kills 1 drop. IE what everyone is seeing to a degree. Now normally you should get about 2-3 drops but what happens with the bug is when it hangs youre chances are already small to receive the drop. Its counting the drops the same for the invisible henchies(I know Talarian dont like using that but oh well) for multiple selection instead of doing it individually for each drop.

Heres another 5 drop just so noone can say the first was a fluke.


and heres where it goes the wrong way for us


20-24 kills no drops

Antithesis

Antithesis

Desert Nomad

Join Date: Jan 2007

BrisneyLand

Sphincter Says [What]

W/

Sorry, no idea what you're showing with those pics. You'll need to do the same with Sliver Armor to see if you get more drops.

Quote:
Originally Posted by manitoba1073
The kinds(types) of drops you is random to a degree as evidence by Skinny's thread. If anything Skinny's thread shows drops aren't random at all. Two people in separate locations using different IP addresses and different ISPs got the SAME drops if the instance was time-synced and mob synced. The only variance was merchfood.

The instance timestamp appears to be the seed for which critter drops which item - the curious thing is why were the same drops always assigned to both players?

That's the meat in this sandwich as it seems to oppose the view that drops are randomly generated and assigned on death. If Skinny gets different results using AoE we'll have greater insight. Until that happens we're talking in circles.

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 Antithesis
Sorry, no idea what you're showing with those pics. You'll need to do the same with Sliver Armor to see if you get more drops.


If anything Skinny's thread shows drops aren't random at all. Two people in separate locations using different IP addresses and different ISPs got the SAME drops if the instance was time-synced and mob synced. The only variance was merchfood.

The instance timestamp appears to be the seed for which critter drops which item - the curious thing is why were the same drops always assigned to both players?

That's the meat in this sandwich as it seems to oppose the view that drops are randomly generated and assigned on death. If Skinny gets different results using AoE we'll have greater insight. Until that happens we're talking in circles.
When I read what you quoted looks like I mis-wrote what I was saying on it.
What I meant to say is the selection of who gets the drops is what is random. Also shows that there characters may have the same seed generator also(that is speculation only).

Sorry it was a long and boring night at work.

Those pics show what I was saying as best as pictures can say. in the 5 drop pics thats a 40% of the drops assigned when the normal should be around 25%. Much different from saying that AoE causes a loss of drops. it was an actual increase in the drops caused by AoE.



Quote:
Originally Posted by Antithesis
. You're either brilliantly intuitive or a complete loon...i haven't decided which

When you get that many hours of game time which is about 80%-85% farming you tend to see all kinds of stuff.

Even gave water and air a go at the AoE/ToD bug



water was 6 drops for 20-24 kills

Air so far has been 3 drops for 20-24 kills

Cool how I am gettig an actual increase in drops from AoE dont you think.

AshenX

Frost Gate Guardian

Join Date: Jan 2008

Orange County, CA.

Black Flag

R/

About a week and a half ago an alliance member mentioned the possibility of differing drop rate based on 1 by 1 vs all at once killing. I was intrigued so I began an experiment. I farmed the Gates of Kryta mission in prophecies on my ele. I restricted myself to the large mob just past Oink at the beginning of the mission area. Here are my methods and observations.

I used two builds. One was a renewal sliver armor + standard tanking skills. The other relied on point blank AOE spells for damage (including Light of deldrimor)

I completed the farm 300 times (75 times for each build in normal mode and the same in hard mode) over the course of eight days (I needed the gold anyway)

I compiled my drops for each run and compared my final results for each approach to the run. I received approximately 2.7 times as many drops from the sliver armor runs as I did from the area effect damage runs in HM. In NM the difference was not quite so great (the sliver armor build received 1.85 times as many drops as the AOE build)

I am not a statistician but am pretty sure that my test numbers are far too small for a real proof. I am sorry to say that I did not take screen shots as I had intended this information for myself and my alliance (until I saw this thread and thought I'd bring my findings up).

I am currently considering a larger test (but not right now as I am very burned out on farming right now).

Talarian

Frost Gate Guardian

Join Date: Feb 2008

The Ninth Legion [TNL]

E/

0-6 drops from AoE is not good on the raptor farm. I regularly get 10-15 using the sliver armour build. Although I only farm in HM, so there's probably something to that.

Another thing that could be worth doing is running a sliver armour build against an AoE build in the raptor cave with synced instances, as it is a quick farm so could be repeated hopefully without too much trouble. Although there are no mob spawns in radar range at the start to check against...

EDIT: AshenX's results are very intriguing. Puts my 10 run tests to shame!

teotuf

Frost Gate Guardian

Join Date: Jul 2006

here is something I noticed, if I were to kill 7+ enemies at the same time, then kill another 7+ within 10 secs after the first group died, i would NEVER get ANY drops from the 2nd group (i'm talking about groups with 2 different kinds of mobs, one with higher hp and one with lower hp). I think it is more reasonable to assume that drops are assigned based on time instead of individual drops. (somewhat similar to manitoba's reasoning, but I really dont think there is a bug)

this then assumes that it would be impossible to kill a group with aoe so they die at the same time (i still don't think SoJ counts as aoe, because they don't die at exactly the same time) and obtain drops assigned to different people.

a easy way to test this (which I never got around to), is to have a group of 8, but only have the solo farmer use aoe to kill. if the drops were not reduced, but just assigned to another member, then manitoba would be right. if however, we kill a group of say 24 in a raptor farm, and NO ONE in the part of 8 gets ANYTHING, then we can conclude that AoE is affecting the drop rates, instead of something to do with the assigning of the drops.

and to disprove his theory, if in a mob is killed all at the same time, and it assigns loot to more than one person, then manitoba would be wrong. (and i guess so would i >_>)

Fire The Nutter

Frost Gate Guardian

Join Date: Mar 2007

UK

TFTK

R/

I believe in answer to your question about Mr Kotte, he was doing E/A Fire nuking the raptors leaving the BM. Total time per run approx 1 min. Therefore im assuming getting more holiday items than you = more profit due to title hunters.

So I think, having read this thread, that would indicate
1) AoE doesnt affect anything other than merch fodder
2) Special drops are exempt from loot scaling and as such will drop at the same rate for AoE vs Single target.

IMO AoE looks so much better IF you can do the run quickly over and over and want specific non loot scaled items eg Raptor farming on event weekends

Otherwise you can go for single target killing, increasing your merch fodder and therefore you "potentially" make more money through the increased drops (although if you factor in time spent etc this probably evens out).

BTW Im not saying thats cast in stone, thats my opinion, im not backing it up by facts, screenshots or testing myself, im just personally happy with those results and my own experience. Anyone else should just make up their own minds. )

Mr.Kotte

Mr.Kotte

Wilds Pathfinder

Join Date: Jul 2005

Me/

I'm starting to think that I was able to do the "farm cycle" (exit->kill->resign->exit) alot faster then most of the farmers here. As one of my cycles took just less then a minute, using a slightly modified fire nuker build to make the run as fast as possible - Thus taking advantages of maxed titles, as Fire the Nutter mentioned.

@ Fire the Nutter - Loot scaling does NOT affect Festival drops:
Quote:
Originally Posted by http://gw.gamewikis.org/wiki/Loot
The only items exempt from this rule are:

* Skill Tomes
* Insight and Passages Scrolls
* Dyes
* Rare crafting materials
* All rare (gold) items
* All unique (green) items
* Special event items Also, your statement about "merch food" would be correct, as whites does not exempt from loot scaling.

Moriean

Academy Page

Join Date: Oct 2007

The Netherlands

Aatxes for Life [ecto]

Mo/

If you ask me, and I have quite a lot of experience with AoE vs 1by1 Farming myself.

I'm going to explain my idea of how AoE affects lootscaling with a example:

If I would kill 25 monsters 1 by 1 I would get: 3 Purples, 4 Blues and 7 Whites (I know that's not a normal number, but I makes easier to explain.

When I would AoE kill them, I will get: 2 Purples, 2 Blues and 2 Whites.

I think that , the higher the quality of an item, the less it is affected by "AoE lootscaling".

Note: ArenaNet never confirmed the existence of "AoE lootscaling" so technically "AoE lootscaling" doesn't exist. But I think there is something making me get less drops when AoE killing; Either bad luck or "AoE lootscaling"

My Lipgloss is Cool

My Lipgloss is Cool

Krytan Explorer

Join Date: Dec 2007

My Computer

Band Of The H A W K

P/Mo

ArenaNet didn't confirm the existence of Mini Polar Bears untill the event was almost over. Did they not exist?

Just 'cause Anet doesn't say it, doesn't mean it's not there.

Ultima pyromancer

Lion's Arch Merchant

Join Date: Jan 2007

Club Of A Thousand Pandas [LOD???]

Me/

I'm just getting my ele over to the raptor farm place, i'll do a few runs and post screenies soon using E/A sliver.

Antithesis

Antithesis

Desert Nomad

Join Date: Jan 2007

BrisneyLand

Sphincter Says [What]

W/

Quote:
Originally Posted by manitoba1073
Cool how I am gettig an actual increase in drops from AoE dont you think. Sorry manitoba, your tests and results prove nothing because you're comparing AoE with AoE, not AoE with Single. Your results look no different to any of my average Raptor runs.

Try that same run again the same number of times with Sliver Armor then post those results. Others have posted theirs and without fail, Sliver nets more drops than AoE.

I think you're on your own on this one. Maybe you're neither intuitive nor a loon...perhaps sh*t-stirrer is more appropriate

My Lipgloss is Cool

My Lipgloss is Cool

Krytan Explorer

Join Date: Dec 2007

My Computer

Band Of The H A W K

P/Mo

Soon, if availability permits, me and Noodle are getting together...We're going to connect one router, zone in somewhere at the same time, find a large group, and kill it (one with SS and one with SV)

We were thinking the big group of skales in front of The First City. That way we could kill the skales on the way one at a time (both of us...The SS would probably use IP or something) to test if we get the same drops from that. Then, we'll kill the big skale group (Mass slaughter and 1 by 1) and compare drops. As Noodle said, 'Two birds (theorys about drops), one stone (experiment/run), eh (eh)?'

Should be fun.

MLiC

Talarian

Frost Gate Guardian

Join Date: Feb 2008

The Ninth Legion [TNL]

E/

Does SS count as explicit AoE? I don't know about anything other that eles really, so I have no idea. What would be better would be running a nuker vs a SV necro, because we know for a fact nuke skills are explicitly AoE and SV definitely is not. Unless SS is confirmed as AoE, in which case ignore me

KennyC

KennyC

Frost Gate Guardian

Join Date: Jan 2007

W/Mo

There is no doubt in my mind that drops are better if enemies die at different times as opposed to them all dying at the same time.

I'm not sure why the drops are better, in my experience they just are.

My Lipgloss is Cool

My Lipgloss is Cool

Krytan Explorer

Join Date: Dec 2007

My Computer

Band Of The H A W K

P/Mo

Well...SS causes damage that goes all around in a circle...It has an 'Area of Effect' if you would...

Also, neither of us have an ele

But SS is Definitly AoE damage, and it causes death at the same time...Isn't THAT what's important?

MLiC