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1

Thursday, August 1st 2013, 10:07am

[maybe bug] Drop rate decreased with more drop buffs?

The posts like Chrome's are quite clear: every drop buff you get should increase your drop rate.

And it does - to a point. But after getting buffed "high enough" next buffs seem to actually *decrease* the drop rate (compared to the maximum with not-so-many buffs).

If it is indeed so - it's a clear bug. To make it explicit: you buy an IS item which has a "increased drop rate" in its description, you use it and your drop rate drops - simply cannot be right! People who have lots of drop-rate buffs keep saying things like "when farming items my bags get filled up after 1/3 longer time with Potion of Luck; the drop rate increases back once the Potion of Luck wares off". And by the way - it seems to have been so for a while, nothing new. Maybe now it's more visible with Zodiac buffs easier to get, higher level of guild buff towers etc. And again - I'm not writing about drop rate not increasing (some sort of max/cap) - the drop rate with extra buffs does actually seem positively lower.

But - hard to file a proper bug report, because it's statistical. Every time something like this happens its a bit different, hard to compare, hard to give hard evidence/screenshots.

So a question to everyone: have you guys seen the same effect?
>>>> >>>> >>>>
>>>>
>>>> Please, bring back (bound if there is no other option) dias to AH! :thumbsup:
>>>> If you do this we will all love you forever. ;)
>>>>
>>>> >>>> >>>>

bleedingblak

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2

Thursday, August 1st 2013, 10:34pm

from what i know, drops are predetermined. They are spawned on mobs and bosses the second the first person spawns into an instance.


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Lemonater

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3

Friday, August 2nd 2013, 12:14am

Not true, BB. Iffn a party doth enter an instance, an someone done joins em afterwards that hast quest items in that instance, they twill drop. So, drops must be determined at kill point only.

YomanROM

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4

Friday, August 2nd 2013, 1:43am

for instance bosses it does not matter except for the old ones who had cards, or Annelia with the additional loot slot which seemed to be influenced by droprate buffs. The instance bosses will drop 2 purple items on a hardmode either way from a fixed table , theres nothing a dropbuff changes here.

open world farming or old bosses with variable loot other than purple items is a different story, or trashmobs within an instance if you need crapstones.

5

Friday, August 2nd 2013, 11:13am

So just to make it clear:
1) there are bosses etc. where number of dropped items is fixed - this is _not_ what this question was about;
2) there are world mobs etc. (see the last point of Yoman: farming cards, items for tiers, KS for sale etc.) - there the number of items you get depends on drop-rate buffs.

The problem is only about the second situation: if you keep getting/buying/applying drop-rate buffs (guild, zodiac, pet, IS...) the drop rate grows at first, but then once you get over-buffed [too large value of drop rate increase? too large number of buffs?] it seems to drop down. Once one of the buffs wears out, the drop rate seems to actually increase. This has been confirmed by a few people - they were really sure they have seen such an effect, but without "scientific" measurements. In principle they could be doing something systematically wrong. Or it could also be server specific.

Therefore the question: has anyone else ever seen a similar effect?
>>>> >>>> >>>>
>>>>
>>>> Please, bring back (bound if there is no other option) dias to AH! :thumbsup:
>>>> If you do this we will all love you forever. ;)
>>>>
>>>> >>>> >>>>

6

Friday, August 2nd 2013, 12:35pm

maybe they ve messed with coding and overflow some buffer :P
for example u can have an 160% increase in drop rate by maid+rog+newborn+adult+guild+etcetc, so should be 260% of normal rate, but u get 4% due to 256 buffer overflow.
trolling, but u never now with RW..

7

Friday, August 2nd 2013, 2:34pm

Yep, something like this. Another idea I thought of: imagine that they sort dorp buffs by "strength", weakest first, but then apply only, say, the first 5. When you add the 6th which is weaker than the best you already had, then the "first 5" will be weaker (your old good buff would not be applied).

Like your overflow idea - also reaching without a good basis. Unfortnatelly the number of ways one can make a mistake is pretty high... I guess the code needs to be briefly reviewed (instead of guessing).
>>>> >>>> >>>>
>>>>
>>>> Please, bring back (bound if there is no other option) dias to AH! :thumbsup:
>>>> If you do this we will all love you forever. ;)
>>>>
>>>> >>>> >>>>

YomanROM

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8

Friday, August 2nd 2013, 5:48pm

can you list the IDs of all *droprate* buffs in question (diyce has an option for it and smartBB too) when you encounter the problem? if it is a problem with the actual buff properties itself Keili might be able to find something to pinpoint it (like some buff giving a negative value or something)- If it is really stacking only RW would be able to locate the actual problem unless players are find to out an actuall droprate increase% value after the net droprate flips over.

Bakken

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9

Friday, August 2nd 2013, 9:28pm

I frequently go well over 400% drop rate think I can hit 500 with the ruby pot. In my experience I don't think it caps anywhere you pop that kind of stuff and go to savage lands and you get a card like every 10 mobs sometimes 2 from the same shadowstab :3
rogue/scout card farm machine lol

10

Sunday, August 4th 2013, 11:39pm

he thing is I haven't seen it myself. I think, I first heard about it during the birthday event. There was a +100%-drop period. A few people sprang to farm and were happy, but regular heavy-duty farmers complained-they buffed themselves as usual and the drop rate they have seen was actually lower, they said...

Then I've heard about it a few times on TS.

Now, 100% independently, someone described something similar on .pl forum: with Pot.of Luck drop rate was 30% _lower_, once it wore off drop rate increased back to what he expected.

So I thought-a few ppl have seen this, it's vague enough that noone is reporting, so let's see if other ppl can see this also and if there is a pattern(thus QnA instead of a bug-report section). But after the last comment from Bakken it seems that maybe the ppl I had contact with were doing something wrong...

Anyway, the guy from the link above says he had:
  • loot IV rune
  • castle tower lvl III
  • grown zodiac
  • regular pet with drop skill(lucky escort?) on +5
  • buff from a pet from SfM
  • buff from a rubby-shop pet
  • pot.from house maid
  • and - 30% pot.of luck - the one that lead to the lower drop rate...

Oh, and he is not a rogue.

Anyway, I'll try to get more info. But keep your eyes open too, shall you?
>>>> >>>> >>>>
>>>>
>>>> Please, bring back (bound if there is no other option) dias to AH! :thumbsup:
>>>> If you do this we will all love you forever. ;)
>>>>
>>>> >>>> >>>>

YomanROM

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11

Monday, August 5th 2013, 2:43am

Potion of Luck this one? Can you give me the ID of the buff while it is running? Is it 491192 by chance?

12

Monday, August 5th 2013, 10:33am

After some farming in Syrbal Pass I got the impression that the drop rate increases but you get more useless drops.

With moderate luck buffs aproximately every fifth drop contains a valuable bag, but with added zodiac pet and frog pet the mobs often drop two useless items like runes, production runes and mana or healing herbs.
It seems as if you can take a maximum of two items from normal mobs, and if the slots are used by these standard items then there is no room for better loot.

13

Monday, August 5th 2013, 7:26pm

I wish the would come out with a title that increased the chance for a card drop only /wink :)