View Full Version : Fix for $cr3w3d up proc and drop rates in dynamis
Malthar
11-20-2012, 08:31 AM
Hello SE,
As you know there are many complaints about the actual drop rate vs proc rate in dynamis when it comes to weaponskill, job ability, and magic procs. All proc types should yield the same amount of currency, but at current they do not. The proc frequency vs drop rate balance is imbalanced.
Here is what I suggest. For the proc types that yield less currency for the period than standard (standard is the currency yield for job ability procs) increase the likelyhood of currency dropping without procing. Tweak this on the test server first so that the correct balance can be determined.
This fix would address the current imbalance of drops for proc types and serve to diversify farming methodology. It would also cater to people who do not necessarily want to proc, but still want to farm, though their drop rate would be lower.
Kristal
11-22-2012, 05:20 PM
Hello SE,
As you know there are many complaints about the actual drop rate vs proc rate in dynamis when it comes to weaponskill, job ability, and magic procs. All proc types should yield the same amount of currency, but at current they do not. The proc frequency vs drop rate balance is imbalanced.
Here is what I suggest. For the proc types that yield less currency for the period than standard (standard is the currency yield for job ability procs) increase the likelyhood of currency dropping without procing. Tweak this on the test server first so that the correct balance can be determined.
This fix would address the current imbalance of drops for proc types and serve to diversify farming methodology. It would also cater to people who do not necessarily want to proc, but still want to farm, though their drop rate would be lower.
There is no imbalance for proc types. It's just that for magic procs you need twice the number of attempts, and you have less chance to get a quick proc although you can spam magic procs faster then JA or WS. It's more overhead, and if your mainjob has no magic itself, you have to use a mage subjob which lowers overall kill speed.
Malthar
11-23-2012, 03:00 AM
I said drop rates.
Llana_Virren
11-23-2012, 11:34 AM
I said drop rates.
Drop rates are not static. You cannot assume that a proc (of any kind) should automatically guarantee a certain number of drops; it doesn't work that way, nor should it.
Arcon
11-23-2012, 03:42 PM
Drop rates are not static. You cannot assume that a proc (of any kind) should automatically guarantee a certain number of drops; it doesn't work that way, nor should it.
I think he meant that different kind of procs give different drop rates (i.e. JA proc gives more coins than WS proc). I wasn't aware of this personally, can someone confirm it?
Malthar
11-23-2012, 05:20 PM
No, no, no, no. I mean the drop rates appear to be directly proportional to the proc rate. Here's an example.
A decently geared dnc and a decently geared blue mage go into dynamis. The dancer farms during ja procs and the blue mage farms during magic procs. The dancer will have proced more mobs than the blue mage and thus have a higher count of currency than the blue mage at the end of the dynamis run.
No, no, no, no. I mean the drop rates appear to be directly proportional to the proc rate. Here's an example.
A decently geared dnc and a decently geared blue mage go into dynamis. The dancer farms during ja procs and the blue mage farms during magic procs. The dancer will have proced more mobs than the blue mage and thus have a higher count of currency than the blue mage at the end of the dynamis run.
ftfy
if you count total it's no longer a rate.
proc alter drop rate (drop rate of proced mob way bigger than unproc)
proc rate doesn't do anything to drop rate.
obviously if you proc more mobs you get more cuurencies,