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  1. #11
    Player Alhanelem's Avatar
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    1.) This application of critical hit rate as a modifier for TH proc rate does not have to be constant and could vary from each subsequent TH level that is proc'ed. For example, SE could come back and tell us that Critical hit Rate has 10% higher chance of causing a TH proc from 8 to 9, a 9% higher chance to cause a TH proc from 9 to 10 ....and so on, and so forth. This is why it makes it very difficult to test. (We would have a set of samples for multiple independent TH procs).
    You are really overthinking this. There's no reason to do something like this, other than just having complexity for the sake of complexity. And while SE did have a tendency to make complex mechanics in this game, they always had a purpose. Throwing secret secondary modifiers like you're suggesting in there would serve no purpose other than to make it harder for players to discover them- and if they deliberately did this, I don't think they would tell you how it works for obvious reasons.


    This game's playerbase has a bad habit of assuming things are more complex than they really are, just because there are some things in the game that are needlessly complex. It's true that some things are, but that doesn't mean everything is. I think in this case it's just because TH was shrouded in secrecy for a very, very long time.

    SE generally does NOT give guidance on how to play the game beyond the basics. It has always been up to the players to figure these things out. They only tend to come out of the wood work when complaints about something reach epic porportions at which point they sometimes discuss what is causing players "consternation" (a word most of us probably never heard or used before they did, lol).

    And while I think you'll be wasting your time and disappointed with the results, as I said, everything you're asking about can easily be tested, so given that it can be figured out by the playerbase (unlike the inner workings of Treasure Hunter and the drop system itself), they are more than likely just going to leave you to figure it out. Which, if it really concerns you that much, I'd strongly advise you to do.


    Our testing would not yield the correct value if the likelihood of a TH proc varies for either of the situations described above. (Keep in mind, it is very easy for to create these non-linear modifiers in code, just a few lines or a single lookup table).
    Testing would easily enable you to determine if such obtuse mechanics exist, because, straight as you said, you would get unexpected results. Which is all the more reason you should test for this, instead of just giving excuses not to do so. You are, once again, assuming secret complexity without any real basis.

    I'm not writing this post to be a jerk or to shut you down or anything like that. I'm just trying to get you to realize it isn't really hard to evaluate this yourself, and that I think you're falling down a complexity rabbit hole, assuming that it must be complex when it may very well not be. That aside from the fact that there really isn't anything in the game to suggest to us that the rate at which procs occur can be modified by anything- any variance is almost certainly just player eyeballing introducing inaccuracy.

    And finally... they're not going to respond to this. It isn't a dire issue impacting the entire playerbase like the Sortie boss issue, which is, to my recollection, the last gameplay element they've interacted with us on outside of update notes/freshly picked. Keep wishing if you'd like, but I'd keep your expectations very low if I were you, and use the time to test it.
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    Last edited by Alhanelem; 12-15-2023 at 01:17 PM.