nothing seem to reset TH proc,
(random fail worth) : ZR run proc some TH(7), got full charmed, dia off deagro and madame regened 1 tic, 1st TH proc was 8 (then we forced few full charm/regen to proc higher TH)
nothing seem to reset TH proc,
(random fail worth) : ZR run proc some TH(7), got full charmed, dia off deagro and madame regened 1 tic, 1st TH proc was 8 (then we forced few full charm/regen to proc higher TH)
Last edited by hiko; 05-01-2011 at 01:47 AM.
Neat. I've never personally seen something like what you describe.
I don't remember where or when, but I think I recall someone running a few tests on Gilfinder and learning that the Gilfinder effect does not wear off once applied, even if the mob in question completely deaggros. It wouldn't surprise me to learn that TH works the same way.
-- Fan of Abyssea and FFXI's New Direction ---- THF - DNC - BLM - RDM --
Only times I've actually noticed TH have any effects:
- Back when I used to farm Battering Rams I noticed that before I levelled THF I'd average 1-3 drops per kill. When I went back again after having levelled THF I noticed I was averaging around 3-6 drops per kill.
- During Dynamis, when the THF d/c'ed the rate of coins dropped seemingly went from about 70% down to about 15%.
This thread isn't about the method by which TH affects drop rates, which is something we can only speculate on and as long as treasure hunter helps you find treasure in some way, the end result of the behind the scenes calculation is the same. What this thread is really about is whether or not the effect given by TH remains when the THF is KO'd or if the base effect remains but not the boosted effect, or what have you.
That said, I find it extremely doubtful that the game uses internal /random commands to decide if you get drops or not. It's far more likely to be percent based, rather than the same 0-999 random scale we use for lots.
Those systems give equivalent results. 0-300 for drop, 301-999 for no drop would equal a 30% drop chance. In fact, this is how most systems calculate chance-based rolls. They calculate a random integer, and if the integer is between 0 and c*x, where c is the maximal integer value (65536 in most cases) and x the percentage, then the result is considered a success.
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