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bleedingblak

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1

Thursday, February 14th 2013, 2:49am

How do loot buffs work?

I keep hearing different things. Some only affect the amount of loot you get... some give the rarer items a high chance to drop? What are even "rarer things"? The loot drop helping hands jon. What will happen if we get it? We just see more loot from trash?

Never made any sense. WTB info. Is there any pot that will increase the "rarer items" chance of dropping.


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2

Thursday, February 14th 2013, 3:15am

http://forum.us.runesofmagic.com/showthread.php?t=67914

Quoted from "Chrome;503566"

Drop rate increase will increase the rate of which an item drops and nothing more.

If you have 10% drop rate increase, and you normally have a 10% chance of getting a link rune...
with the 10% drop rate increase, you have an 11% of getting that link rune.

If you have 10% + 70% + 10% (lets say, for whatever reason, a loot 1, housekeeper pot, and pet), then you'll have 90% increase, and thus a 19% of getting that link rune.


It does nothing more.
Good for card hunters, uberly rare drops (think orange shields GCHM (or Lightning Sword from HOS for anyone not there)).

3

Thursday, February 14th 2013, 9:43am

for like major boss drops, hard mode rare drops etc.....the big problem is figuring out the loot table drop rates when talking about a single item. (warning: if i remember this correctly) so like for annelia's epics you have loot "package" drops. say a 30% chance of getting a chest+weapon package, a 30% of chest + cape, 10% chest + cape + weapon, 2% epic package etc

then the epic package will have rates on its item groupings...so it gets a bit complicated.

so, how does our buffs apply to that without moving some common package above 100% and killing ur shot at rare packs? seems the buffs apply to specific things one way and others a totally different way, or not at all. cards prob straight forward...sigils certainly big increase also straight forward....annelia tank shield drop chance increase? no fricken clue. and is the drops from the bosses set when 1st person enters instance (clones template instance) so only buffs at that moment are truly effective? doubtful since boss mobs are separate spawns from template instance map and trash..as are patrols. the complexity gets almost retarded

to sum up...<shrug> :/

runewanker prob wont say...

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4

Thursday, February 14th 2013, 9:52am

I swear to god once you break 550% luck your chance starts going down...

tbh I think the loot works like most MMO's in the aspect that loot increase removes the 'empty slots' in the loot table increasing your chances of landing on the rare loot.
eg. loot table#1 contains green/white gear may have about 10 slots with 3 blanks
rare loot table 1 card and 99 empty slots

so you can frequently get rare rolls you just need to land on the right slot. ROLLCEPTION!

5

Thursday, February 14th 2013, 11:01am

Quoted from "Southern;588893"



I'm confused about the quote you posted by Chrome. If you do the math, it doesn't make any sense. Let's say there are 10 possible items that could drop from a mob, each with a 10% probably of dropping. If you have a 50% increase in drop rate, then the chance of each of those items dropping becomes 15% each? Then, if you added that together(15% x 10), that gets you 150%, which doesn't equal 100% so it doesn't make sense. An increased drop rate can't just simply give you a higher probability of getting a higher drop rate of every possible item. If done correctly, it should give you a higher chance of getting a "rare" item (ones that don't drop often) and a lower chance of a non-rare item.

Who knows what the actual formula is though?

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6

Thursday, February 14th 2013, 11:18am

Quoted from "wenwenni;588947"

I'm confused about the quote you posted by Chrome. If you do the math, it doesn't make any sense. Let's say there are 10 possible items that could drop from a mob, each with a 10% probably of dropping. If you have a 50% increase in drop rate, then the chance of each of those items dropping becomes 15% each? Then, if you added that together(15% x 10), that gets you 150%, which doesn't equal 100% so it doesn't make sense. An increased drop rate can't just simply give you a higher probability of getting a higher drop rate of every possible item. If done correctly, it should give you a higher chance of getting a "rare" item (ones that don't drop often) and a lower chance of a non-rare item.

Who knows what the actual formula is though?

It goes like this, there are some bosses in the game that always drop a purple, blue, and green. For bosses or mobs that DON'T always drop a purple blue and green, or don't have a set amount of things they can drop, i.e. sometimes they only drop a white, sometimes nothing at all, the loot potion increases that drop rate by a certain percent. You could, in theory if you were SEVERELY lucky, have a mob drop every single item in its loot table at one time. You would have to roll on every single item perfectly and that is how it works.

If a mob has 1 white item, 1 green, 1 blue, 1 purple and 1 peach, each time getting rarer, it could go like this:
White: 30%
Green: 25%
Blue: 15%
Purple: 5%
Peach: 1%.

This means that for every item in its loot table that is of the corresponding color, you would have to roll a 1 out of 100 for a peach to drop, and rolling a 1-30 would all allow for a white to drop.

Throwing on a 100% loot potion would increase the drop rates to this:
White: 60%
Green: 50%
Blue: 30%
Purple: 10%
Peach: 2%

This would mean you could roll a 1 or a 2 out of 100 and have a peach drop.

Realistically, drop rates are MUCH lower than this for rare items and cards (unless you're in SL of course ;) ) meaning that a peach item more likely has a .1% chance and a 100% loot potion would make it a .2% chance.
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7

Thursday, February 14th 2013, 1:10pm

I don't see player level in any of this, and I am sure it affects loot more then loot buffs. (like level difference)

8

Thursday, February 14th 2013, 2:28pm

i had a massive mountain of data is mined off some "creative gold making" site trying to piece together some things on drops and party effects etc. it was not what you expected..but was so convoluted i just got a headache.

being in a party..no matter level seemed to give a reallly significant gain in drops. level 1 nub, honor party or not, didnt do much...except for cards and low level mats. blah blah

i try to find it..it's...enlightening. no, not that word...um...it's...data. confusing data

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Thursday, February 14th 2013, 2:31pm

Quoted from "pazuzzu;588989"

i had a massive mountain of data is mined off some "creative gold making" site trying to piece together some things on drops and party effects etc. it was not what you expected..but was so convoluted i just got a headache.

being in a party..no matter level seemed to give a reallly significant gain in drops. level 1 nub, honor party or not, didnt do much...except for cards and low level mats. blah blah

i try to find it..it's...enlightening. no, not that word...um...it's...data. confusing data


I try to tell people loot/luck pots dont work and it's all a hoax but they dont bleive me;p
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10

Thursday, February 14th 2013, 2:36pm

good lord they do on sigils though :D

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11

Thursday, February 14th 2013, 3:37pm

Quoted from "pazuzzu;588989"

i had a massive mountain of data is mined off some "creative gold making" site trying to piece together some things on drops and party effects etc. it was not what you expected..but was so convoluted i just got a headache.

being in a party..no matter level seemed to give a reallly significant gain in drops. level 1 nub, honor party or not, didnt do much...except for cards and low level mats. blah blah

i try to find it..it's...enlightening. no, not that word...um...it's...data. confusing data


That is .... enlightening... and ... disturbing?

I as well everyone else noticed increase in gain in loot if you have low level in party, never noticed difference if party was honor or not, except that low level gains XP/TP. I am still to check that high level mobs give more XP if not in honor party in later zones.

I would appreciate link with that... data? :)

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12

Thursday, February 14th 2013, 4:25pm

Loot buffs all increase drop rate, not as many seem to think, drop quality or drop frequency.

Quoted from "tmblake09;588950"

If a mob has 1 white item, 1 green, 1 blue, 1 purple and 1 peach, each time getting rarer, it could go like this:
White: 30%
Green: 25%
Blue: 15%
Purple: 5%
Peach: 1%.

This means that for every item in its loot table that is of the corresponding color, you would have to roll a 1 out of 100 for a peach to drop, and rolling a 1-30 would all allow for a white to drop.

Throwing on a 100% loot potion would increase the drop rates to this:
White: 60%
Green: 50%
Blue: 30%
Purple: 10%
Peach: 2%

This would mean you could roll a 1 or a 2 out of 100 and have a peach drop.


The mathematics behind this analysis is massively flawed as after the 100% loot buff is applied, there becomes a total of 200% chance - which is impossible.

What we're really talking about here is that there may be an increased chance to drop additional items.

If we go with White 30%, Green 25%, Blue 15%, Purple 5% & Orange as 1% then with the loot buff, the percent chance remains the same but the chance of additional items dropping is increased with the same percentage chance for each item.

e.g.
If I go kill Andaphelmor (in HoS), I am guaranteed 100% two purple drops.
The loot buff does not make this 200% as then 4 purple items will drop but I have a chance at more items dropping in addition to the 2 purple drops.
If I normall get 2 purple, 1 blue, 1 green and 2 whites, the loot buff might increase the number of drops to 2 purple, 2 blue, 3 green and 3 whites. The drop rate has increased from 6 items per kill to 10 items per kill.

This is, of course, only my own take on things and I am happy for any of the developers/disassemblers to come back here and prove me wrong before I'll change my mind. :D
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13

Thursday, February 14th 2013, 4:48pm

I am more inclined to go on Black09's speculation. I'll try asking some of the guys that manage private server if they can check the source file scripts and shed some light....

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14

Thursday, February 14th 2013, 7:20pm

For the question of does drop rate affect the chance for higher quality items? The answer is yes(for the most part). The higher quality item refers to color rarity, stat(s) tier, and od/vs non od. The actual stat(s)(mdef/mp vs dex/patt) do not factor in, just the tier. All this is(was) displayed by the star rating on an item.

This is clearly seen by the chance for purple or blue ammunition off new bosses. Also, all mobs have a chance of dropping tier l and ll runes(low rarity items=high chance of dropping), but with higher drop rates those occurances decrease.

edit:
Sry, I was rushed and did not finish this earlier, so here is the rest.
There are caps to consider as well, both min and maximums.
bosses, hos and up, will drop a minimum of 1 purple piece of gear. Most of the time they will drop 2 pieces of gear as max. Sometimes they will drop other purple items. These purples are usually the furniture recipes, the furniture item, or the purple daggers.

So does a higher drop rate=more items? yes, but there are max caps.

Are they items you will be interested in? probably not, at least for most bosses inside instances due to the max caps. Remember the difference for bosses that drop chest upon death are different than bosses you loot the corpse, because you are actually loot drop rate factoring for the chest npc, not the boss npc.

All of the caps are different for world bosses, mobs outside instances, and mobs inside instances too because the max caps for these are harder to achieve, and they often have fixed items(for example title orbs and cards) that are factored in.

Does increase loot buffs increase the chance of an od item? yes(ish). Party makeup does actually affect the individual because the party is affecting the total percentages the individual is rolling against.

If anyone would like to expand on the effect of level difference to drop rate, please do.

One last thing: Parties. Now this is mainly based off flies parties for gargolye eyes and blend rune drops in inferno gardens, so if anyone has noticed/not noticed this elsewhere, please contribute. There is an obvious difference in drops when the party consist mainly of characters without increased drop rates, as compared to parties that consist mainly of characters with increased drop rates. This affects my 120 loot buffed(26 wings+75 lucky target+ 15 guild tower +4 pet)character, my 24 loot buffed(wings only) character, and my no loot buffed character.
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15

Thursday, February 14th 2013, 10:34pm

Hmm.. an interesting topic to spend some time on. I'll throw in my own theorycraft and others can agree/disagree/ignore as they like. It's pure speculation. :)

First, observations.
I've noticed that if i take a 60+ toon to kill gargoyles in Xaviera the likelyhood of the Shimmering Eye dropping is fairly low. Add in a luck potion and the rate you'll see those Eyes goes WAY up. However, you never ever see 2 of them at the same time.
I've noticed on boss mobs, that there seems to be a set pattern that any given kill will follow. Like 1 armor/weapon out of set [item1, item2, item3] and 1 armor/weapon out of set [item4, item5, item6]. For example, I've solo'd the 1st KBN easy boss a gazillion times, and the pattern looks something like this:
- 1x. Tier 3 or tier 4 rune out of the basic set.
- 1x or 2x blue armor/weapon with "Rare" prefix in the name.
- 1x purple armor of [chain boots, plate shoulder, cloth shoulder, leather hat]
- 100x or 0x Power of Soul (blue throwing weapon)
- 100x or 0x One-Kill-A-Day (purple throwing weapon)
- maybe other trash drops that I don't pay attention

Now if I were a CompSci undergrad trying to code this in a lazy fashion, I might do it something like this (pseudocode):
a=getRandom(0,1)
if a between 0 and 0.1: include Harm III rune in loot
if a between 0.1 and 0.2: include Vigor III rune in loot
... etc, until all 100% possibilities covered and changing the break points if not 10 total runes possible
b=getRandom(0,1)
if b between 0 and 0.1: include Rare Balanced Cloth Armor in loot
if b between 0.1 and 0.2: include Rare Scourge Leather Armor in loot
... etc, until all 100% possibilities covered and changing the break points if not 10 total blue armors possible
c=getRandom(0,1)
if c between 0 and 0.1: include Rare Scourge Hammer in loot
if c between 0.1 and 0.2: include Rare Battlefront Dagger in loot
... etc, until 80% possibilities covered and changing the break points if not 8 total blue weapons possible.
d=getRandom(0,1)
if d between 0 and 0.25: include purple chain boots in loot
if d between 0.25 and 0.5: include purple plate shoulders in loot
if d between 0.5 and 0.75: include purple cloth shoulders in loot
if d between 0.75 and 1: include purple leather hat in loot
e=getRandom(0,1)
if e between 0 and 0.2: include 100x Power of Soul in loot
f=getRandom(0,1)
if f between 0 and 0.2: include 100x One-Kill-A-Day in loot
...

Do you see the numbers there that represent break points between getting one item or getting something else? Those probably would not be coded so simply as constants - they would come from multiple other things added/subtracted/multiplied with each other. That is how the level difference would come in, as 1 part of that. The luck potions/buffs/etc could effect some part of that as well.

The last paragraph couldn't be applied to all of the example however: The purple armor line for example totals to 100% and all items of same tier, so nothing to change there. The throwing weapon lines could have luck potion & level difference effecting whether it's 0-0.2=give loot vs. 0-0.3=give loot. Same for the "c" line being 80% vs. 90% chance of blue item.

This scheme would mean that you never get an item with luck pots/buffs that you couldn't get without them. However, the likelyhood of NOT getting anything in a given loot slot goes down.

16

Thursday, February 14th 2013, 11:17pm

heres the actual loot table and drop package table lines for annelia

https://docs.google.com/spreadsheet/ccc?…RHc&usp=sharing

im sure it will make everything perfectly clear :o i need a nap now ><

i left out around 120 other columns..they were just 'fluff" lmao..its so complicated and intricate..its retarded

edits: oh i meant example lines..thats not all of course. every dropid thats from an npc has its own entries in a different tables for the makeup the drop packages it can come from and such and their chances. if this came up after we posted the boss crit resistance stuff i could make it a bit more understandable. but i dont remember how to move through the tables and the linkages....or why in gods name an id with be float and then double in the next line over and then...idk some swahili looking format

hell i dont remember what i had for dinnner and that was 2 hrs ago ><