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Darkboy132 wrote on 2015-09-15 07:03
Wiki claims that weak/est CP mobs have reduced drop rates, is there any truth to this? If so, exactly how much?
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Rydian wrote on 2015-09-15 12:25
Quote from Darkboy132;1286586:
Wiki claims that weak/est CP mobs have reduced drop rates, is there any truth to this? If so, exactly how much?
I can't find any exact info, but it's one of those things people assume is true because personal experience and tests show so.
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Poshwosh wrote on 2015-09-15 22:08
Quote from Darkboy132;1286367:
Is there anything in the mines related to Bookstore, Gallery, and Wine Shop in Tara marked on its minimap? Perhaps some npc, prop, or whatever related to them was scrapped?
I always assumed they would constantly add more to Tara every patch as it was designed to be the capital, but something tells me it was scrapped because no one liked going there due to the lag.
Quote from Rydian;1286594:
I can't find any exact info, but it's one of those things people assume is true because personal experience and tests show so.
I've been hunting raccoons and they still drop their fomor scrolls often. It stops when you kill over 100+, but then your pets can still get drops. I think it relates to camping and premium service more than CP.
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Darkboy132 wrote on 2015-09-15 23:37
Quote from Poshwosh;1286608:
I always assumed they would constantly add more to Tara every patch as it was designed to be the capital, but something tells me it was scrapped because no one liked going there due to the lag.
The lag is because entire fucking floor and castle is always rendered. Tara's pretty much a big fucking waste full of worthless, unused buildings and zones.
I've been hunting raccoons and they still drop their fomor scrolls often. It stops when you kill over 100+, but then your pets can still get drops. I think it relates to camping and premium service more than CP.
Yeah, anti-botting crossed my mind as well. Even with beyond 3k and 4k CP I've never noticed a change in drops from Foxes/White Spiders.
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callback wrote on 2015-09-16 13:49
Quote from Darkboy132;1286613:
The lag is because entire fucking floor and castle is always rendered. Tara's pretty much a big fucking waste full of worthless, unused buildings and zones.
Yeah, anti-botting crossed my mind as well. Even with beyond 3k and 4k CP I've never noticed a change in drops from Foxes/White Spiders.
Certain drops seem to override CP limitations, but try hunting gray foxes on a brand new character and look at the rough large meat droprate, then do it on your main.
Unless they removed this at some point over the last 7 years. That's possible too. I definitely noticed it back then tho when they finally became weak to me.
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Esileruf wrote on 2015-09-16 15:28
Camping Penalty would be where to look, but I doubt its in the files at all, since there's an insanely high chance its in the server binaries.
Though, compiling data from hunting in the reserve, I have a few pieces of info
Drops have a chance to stop entirely after a certain point. Most of my measurements are around 50 or so real drops, discluding gold, however I have broken this a few times, so gold might have something to do with it. A big give-away is that it was with emerald cores, instead of rabbit's feet. This constitutes that WEAKEST has different weight than others for the camping penalty. Another point to this is that I've been able to farm nearly 150 sasquach hearts (AWFUL), and still go on. So combat power DOES affect drop rates, but also the drop cap/camping penalty. These are innately bypassed by premium service, but I have a sufficient test with a piece of data.
What's the drop rate for raccoon fomor scrolls? One testing with them at WEAKEST and BOSS, should give us a healthy range after 1000 raccoon kills on each.
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Rydian wrote on 2015-09-16 16:19
The drop rate could work another way and be decided after the item roll so that it can take item tags into account to determine if they should always be available to drop (fomor scrolls have the /evilscroll/ tag). Given that this is mechanics, it's not in scripts or databases, it's compiled game code and we can't read it blahblah.
Raccoon Fomor Scroll is item 71043.
And there's a bunch of "raccoon" entries.
Raccoon (Old Data?)[tbl][tr][td]Pool[/td][td]Weight[/td][td]Chance[/td][td][/td][td][/td][td][/td][td][/td][/tr][tr][td]1[/td][td]100000[/td][td]71.43%[/td][td]52002[/td][td]71043[/td][td]-[/td][td]-[/td][td]-[/td][/tr][tr][td]2[/td][td]20000[/td][td]14.29%[/td][td]45001 count:30~50[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][/tr][tr][td]3[/td][td]20000[/td][td]14.29%[/td][td]50003[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][/tr][/tbl]35.7%
RaccoonKid (Old Data?)[tbl][tr][td]Pool[/td][td]Weight[/td][td]Chance[/td][td][/td][td][/td][td][/td][td][/td][/tr][tr][td]1[/td][td]60000[/td][td]60%[/td][td]52002[/td][td]71043[/td][td]-[/td][td]-[/td][td]-[/td][/tr][tr][td]2[/td][td]20000[/td][td]20%[/td][td]45001 count:30~50[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][/tr][tr][td]3[/td][td]20000[/td][td]20%[/td][td]50003[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][/tr][/tbl]30%
GrayRaccoonKid[tbl][tr][td]Pool[/td][td]Weight[/td][td]Chance[/td][td][/td][td][/td][td][/td][td][/td][/tr][tr][td]1[/td][td]140000[/td][td]77.78%[/td][td]52002[/td][td]71043[/td][td]-[/td][td]-[/td][td]-[/td][/tr][tr][td]2[/td][td]20000[/td][td]11.11%[/td][td]45001 count:30~50[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][/tr][tr][td]3[/td][td]20000[/td][td]11.11%[/td][td]50003[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][/tr][/tbl]38.9%
Raccoon[tbl][tr][td]Pool[/td][td]Weight[/td][td]Chance[/td][td][/td][td][/td][td][/td][td][/td][/tr][tr][td]1[/td][td]600000[/td][td]93.75%[/td][td]52002[/td][td]71043[/td][td]51001[/td][td]-[/td][td]-[/td][/tr][tr][td]2[/td][td]20000[/td][td]3.13%[/td][td]45001count:30~50[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][/tr][tr][td]3[/td][td]20000[/td][td]3.13%[/td][td]50003[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][/tr][/tbl]31.25%
RaccoonKid[tbl][tr][td]Pool[/td][td]Weight[/td][td]Chance[/td][td][/td][td][/td][td][/td][td][/td][/tr][tr][td]1[/td][td]300000[/td][td]88.24%[/td][td]52002[/td][td]71043[/td][td]51001[/td][td]-[/td][td]-[/td][/tr][tr][td]2[/td][td]20000[/td][td]5.88%[/td][td]45001count:30~50[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][/tr][tr][td]3[/td][td]20000[/td][td]5.88%[/td][td]50003[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][/tr][/tbl]29.41%
The first Raccoon and RaccoonKid aren't marked as having their drops rebalanced, the second entries are but I included the first ones as well anyways.
(I'm too tired to swap the item names for IDs.)
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callback wrote on 2015-09-18 13:41
How are monster spawn locations determined? It seems to me that if you're within the range for a mob to spawn, it tries to spawn directly on top of you.
Stupid crystal golems always do that forcing me to drop my sieve and go fight the 2nd one.
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Rydian wrote on 2015-09-18 15:40
Idunno', but they definitely like to lay out monster spawn points where players need to be for harvesting things. Just look at the monsters clustered around the crystals in Hillwen, the devs are mean like that.
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X wrote on 2015-09-19 21:17
Quote from Rydian;1286806:
Idunno', but they definitely like to lay out monster spawn points where players need to be for harvesting things. Just look at the monsters clustered around the crystals in Hillwen, the devs are mean like that.
That poor cow in Dugald. He spends all his time plotting his revenge.
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Darkboy132 wrote on 2015-09-20 02:22
I'm more curious about the spawn patterns for the bandits, because they fucking love to spawn ontop of people and ruin commerce.
I also want to ask if there's any specific formula that determines the bandit difficulty.
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Esileruf wrote on 2015-09-20 05:32
Bandits spawn in predetermined maps, and the ordering seems to be varied annoyingly. You can trigger a spawn with one preset map, kill it, and it spawns a brand new map with a spawn near where you are, or refreshes the spawn/doesn't realize it was removed. Its also a varying thing on whether or not the map loads quickly or slowly.
Finding the precise algorithm is going to be a pain, but all i remember is that vets are Limited/100k+ worth, and masters are 200k+ worth.
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Darkboy132 wrote on 2015-09-20 06:05
IIRC Outlaw's appearance and Smuggler increase the bandit difficulty as well?
I do want to know more Commerce things like Outlaw spawn chance in commerce and in homestead, but it's probably impossible to determine.
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Esileruf wrote on 2015-09-20 17:36
Quote from Darkboy132;1286974:
IIRC Outlaw's appearance and Smuggler increase the bandit difficulty as well?
I do want to know more Commerce things like Outlaw spawn chance in commerce and in homestead, but it's probably impossible to determine.
The outlaw appearance for ambushes seems to be cosmetic and just the hooks for pursuit. Bandit difficulty does increase iirc around smugglers, but the more notable thing is that a custom map is used, extremely populated by bandits around the smuggler, and outlaws never show up, its instant bandits.