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  1. #21
    Player hiko's Avatar
    Join Date
    Mar 2011
    Posts
    774
    Character
    Meuporg
    World
    Ragnarok
    Main Class
    BST Lv 99
    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)
    (0)
    Last edited by hiko; 05-01-2011 at 01:47 AM.

  2. #22
    Player Eeek's Avatar
    Join Date
    Mar 2011
    Posts
    365
    Quote Originally Posted by hiko View Post
    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)
    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.
    (0)

    -- Fan of Abyssea and FFXI's New Direction --
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  3. #23
    Player SNK's Avatar
    Join Date
    Mar 2011
    Posts
    438
    Character
    Snk
    World
    Sylph
    Main Class
    BST Lv 99
    Quote Originally Posted by Eeek View Post
    I've experienced no such bug.

    For example, I got myself killed the last time I fought Briareus. Since only suckers use Atma of Dread, my base TH was 6, and before I died, I upgraded it to 7.

    After I died, I got up and immediately engaged it again because I'm not a sissy. I upgraded TH again - to 8. I was the only THF, and the TH 'debuff' most certainly stayed on the mob after my glorious death.

    SE is correct in stating that the TH 'debuff' stays on the mob if the THF dies. It stands to reason that the TH 'debuff' stays on said mob until it goes idle (for whatever reason).
    I've told people this crap time and time and time again and yet they still think that if I either died, zoned or changed jobs the TH effect leaves.
    (0)

  4. #24
    Player DerianX's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    77
    Character
    Derian
    World
    Odin
    Main Class
    PLD Lv 99
    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%.
    (0)

  5. #25
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,112
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    Quote Originally Posted by Alukat View Post
    well it could probably be this way:
    u get one roll and th effects the range of numbers for an item
    example mob is davoi wasp:

    beehive chip 0-200, 400-600
    honey 275-425, 500-600
    insect wing 550-650
    giant stinger 600-750

    now lets say that u have th4
    this might turn it to:
    beehive chip 0-250,400-650
    honey 275-475,500-650
    insect wing 550-700
    giant stinger 600-750

    the numbers aren't true for sure. but this could be a way it does work.
    it allows no drop to multiple drops.

    anyone else experienced that if u proc th7 at begin of the fight and remove 1 th equipment piece that 7 will proc again?
    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.
    (0)

  6. #26
    Player Arcon's Avatar
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    Mar 2011
    Location
    San d'Oria
    Posts
    2,753
    Character
    Arcon
    World
    Leviathan
    Main Class
    PLD Lv 99
    Quote Originally Posted by Alhanelem View Post
    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.
    (0)
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    FFXI: Leviathan > Arcon
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