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Study on Spawn/Drop Rate

Started by Prosper, September 10, 2010, 10:22:16 PM

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Meiun

Thanks a lot man, I genuinely appreciate it =) Also, just for the record, when the game was public there were nearly 30,000 game accounts :P So I definitely think it's more than 50. But I know what you mean either way haha. But yeah, should probly try not to get too far off topic here.

ARTgames

Prosper sorry to spam your topic but do you have a msn im or aim or something? I kinda wish i could pm.

Prosper

Quote from: ARTgames on September 11, 2010, 02:09:11 PM
Prosper sorry to spam your topic but do you have a msn im or aim or something? I kinda wish i could pm.

My gaming email is sariak@live.ca, I'l try to log on MSN or at worst u can email me I often check them.

Prosper

Okay let's get back on topic now.

Since the spawn system has been clarified, (thanks to Chaos and Meiun... and other i guess), allow me to modify my theory then.

Since on average we still get to spawn 1-2 RB per hour killing 6 rd every 2 minutes...

This is a ratio of 180 rd per hour. Divide that by 1.5 (average between 1-2 rb per hour) you get 120.

Now a more logical binary based ratio would be 1:128 :) (or 1:1000 0000 if it was to be expressed in binaries

So when you kill a RD you have 1 chance out of 128 that a RB will spawn :)

Chaos

Quote from: Prosper on September 11, 2010, 08:43:56 PM
Okay let's get back on topic now.

Since the spawn system has been clarified, (thanks to Chaos and Meiun... and other i guess), allow me to modify my theory then.

Since on average we still get to spawn 1-2 RB per hour killing 6 rd every 2 minutes...

This is a ratio of 180 rd per hour. Divide that by 1.5 (average between 1-2 rb per hour) you get 120.

Now a more logical binary based ratio would be 1:128 :) (or 1:1000 0000 if it was to be expressed in binaries

So when you kill a RD you have 1 chance out of 128 that a RB will spawn :)

Except that it's made in game maker, so the 'binary based ratio' is really kind of irrelevant.  Meiun can set the chance to be whatever he wants.  Granted, he COULD set it to 1 out of 128, but there is no specific reason it has to be that.
Jake says:
lol, I found God! He was hiding under a big rock this entire time that lil jokster

Meiun

Quote from: Chaos on September 11, 2010, 10:16:12 PM
Quote from: Prosper on September 11, 2010, 08:43:56 PM
Okay let's get back on topic now.

Since the spawn system has been clarified, (thanks to Chaos and Meiun... and other i guess), allow me to modify my theory then.

Since on average we still get to spawn 1-2 RB per hour killing 6 rd every 2 minutes...

This is a ratio of 180 rd per hour. Divide that by 1.5 (average between 1-2 rb per hour) you get 120.

Now a more logical binary based ratio would be 1:128 :) (or 1:1000 0000 if it was to be expressed in binaries

So when you kill a RD you have 1 chance out of 128 that a RB will spawn :)

Except that it's made in game maker, so the 'binary based ratio' is really kind of irrelevant.  Meiun can set the chance to be whatever he wants.  Granted, he COULD set it to 1 out of 128, but there is no specific reason it has to be that.
Even if I were programming im assembly language binary would still be pretty much useless for that sortof stuff haha.

Prosper

Regardless its kind of relative.. and only determines degree of rarity. So I renamed the whole topic with some complete estimations :P.

krele

#22
EDIT: Sry, didn't read whole topic...

Lingus

Now what would really be interesting is to have a group of people dedicated to recording every single kill that they make and every single drop (including amount of gold). With enough data of that kind, you could come up with some relatively accurate drop rates.

The only flaw that I see in that method is the experience/drop "threshhold". It is difficult to know if you have hit the damage threshhold (unless you are the only person killing the monster from spawn to death). If you aren't certain of that fact, then the data you get is useless. Including any monsters killed at lower than the full threshhold would throw off the drop rate.

The only thing I could think of that would give any sort of clue would be to include the gold amount, and use that as a kind of factor to determine if you have hit threshhold or not. You could take every kill of a given monster, and use the amount of gold received for each one. The max gold received for any of the kills would become the base for 100% threshhold. You could then determine an error factor by taking the gold as a percentage of the max. You would assume that any kill that received less than 100% of the max would be the respective percentage of the threshhold, and use that percentage with drops as well.

The flaw in that method is that the amount of gold received is probably randomized to a certain extent. You receive the most gold at 100% threshhold, but certainly not exactly the same every time. So in many cases, you would probably have an inaccurate percentage of threshhold. The only way around that would be to determine the range of gold received at max threshhold. But to do that, you'd have to solo the monster several times (the more times the more accurate). And even then I would assume there would be some amount of overlap.

In conclusion (TL;DR) it would be cool to try to find out drop rates based on actual drops, but seems like it would be a bit too complicated to have the data be accurate in any way.

Prosper

#24
As long as it keeps our neurons busy.. its a win-win situation :P.

I've based the RB spawn on my experience and the sh and dkh spawn rate on my signatures hunt log for prosper. (considering ive got only one rare drop of each in 82 kills)

I think treshold varies depending on the monster.. I mean ppl hitting a sf once with a katana might be equivalent to stamming several time son a SG and when SG dies .. many ppl get treshold. On a sf at most 4-5 ppl can get full drop rate to my guessing.

As on a SG 10-15 ppl ??

So meaning each Monster has its own Treshold in terms of % damage you need to deal before getting full loot/exp from it.

DATA on RB :

Rb #1 : 168 gold (soloed)
Rb #2 : 131 gold (with other but Im sure I hit treshold)

Lingus

Yes, I believe that is an accepted and/or confirmed fact about damage threshholds. Each monster has a specific percentage of its health as the amount of damage one must reach or exceed in order to have full drop and experience rate. Obviously, with some monsters (like a blob) this means only a few people can reach that threshhold wheras with others (like the SG) many people can. The point I was trying to make is that no one knows for certain when they have reached that threshhold. You kind of have an idea depending on how much gold you get after you kill a monster, but if many other people are hitting the monster you can never be entirely certain. The only sure way to know is to solo the monster.

Seifer

I get threshold on a BA in just a tidg over one hit. I can tell you that much. One hit with my Hyperion, and even a fist and I get threshold.