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Thread: Coil drop rates

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  1. #1
    Player
    HealBus's Avatar
    Join Date
    Sep 2013
    Posts
    124
    Character
    Heal Bus
    World
    Tonberry
    Main Class
    Conjurer Lv 50

    Coil drop rates

    So after our 6th week in Coil last night our 6th member of the team got his dragoon belt for his not yet existent dragoon. There seems to be something wrong with the drop rate for this particular item since even if it had a absurd 40% drop that is still a low 0.4% chance for it dropping 6 weeks in a row.

    Normally I would chalk this up to RNG being RNG but there are numerous other coil groups telling me that DRG stuff drops stupidly often in their coils as well.

    At this point I am wondering if bosses have a hidden ability at the end which they use before they die: they scan the party and drop stuff for the absent class as an act of final spite.

    EDIT:

    Quote Originally Posted by Magnesium02 View Post
    Actually, turn 1 is stacked in favour of Dragoons. It isn’t just people using a low sample base.

    Coil of Bahamut Loot Tables

    Above is a spread sheet based on the information gathered here. Each turn has 17-18 drops which are divided between the two chests. Each chest has a unique pool, so each item can only come from one of the chests.

    However there is a HUGE discrepancy in the distribution of items in Turn 1. There are 13 items in the Left chest and only 4 in the Right. This means that the items in the left chest have a 1/13th drop rate (7.7%) and the ones in the right have a 1/4th drop rate (25%). And to compound this 2 of the 4 items in the Right are DRG, making it a 50% chance each run that at least 1 DRG gear will drop. And just to fully summarise Turn 1:

    Tank = 30.8% left, 0% right
    DRG = 15.4% left, 50% right
    MNK = 23.1% left, 0% Right
    BRD = 7.7% left, 25% Right
    Mage = 7.7% left, 25% Right
    Healer = 15.4% left, 0% Right

    So DRG gear kinda has double the chance of dropping gear than everyone else. The chest distributions haven’t been fully confirmed for turn 2 and 4. I can’t fully analyse but at the moment turn 2 seems evenly distributed, but turn 4 is slightly skewed to the centre chest having a larger pool. Turn 5 is split 9/9 with weapons and armour (unless the Ancient Shields for mages drop from one or the other chest)
    Well I guess that explains it. Having one job drop relatively consistently in the easiest turn of coil is a smart design decision.
    (3)
    Last edited by HealBus; 11-07-2013 at 03:22 PM.