I believe any "+1" or "enhances" is the old % where a player is given only .10 increase. Many gears and description share this slight bonus. So at best, if there is no treasure hunter cap would be a +60% or 70%.
I believe any "+1" or "enhances" is the old % where a player is given only .10 increase. Many gears and description share this slight bonus. So at best, if there is no treasure hunter cap would be a +60% or 70%.
What you believe is irrelevant. Sorry, but very comprehensive tests were done in Misereaux coast years ago confirming that TH1 and TH2 both added a 50% increase in drop rate, and Armlets and Knife added around 1% each. Ther is of course the possibility that there was a cap on drop rate below 100%, which is why with TH2 (+100%, or double) an item with 50% or higher drop rate could still not drop, however the general rule is still the same.
It's irrelevant anyway as both gear and traits just increase the starting TH level by 1 now. What the difference in drop rate with each level is has yet to be determined. But a TH trait adds +1 on the starting level, and equipment also adds +1. As does atma.
I really wish people would stop posting ideas and theories about something that was proven years ago. If you want to see the data have a hunt through allakhazam. The original tests were on there. And no, I'm not going to spend a few hours to find them for you.
I always believed that was the case Noodles. Except that BG thread last year really did prove otherwise (there were samples bearing 10k kills over there). TH traits - the only thing that was tested, especifically, TH2 - works like adding new rolls to an item. This is actually better than a simple 100% increase most times.
We could extrapolate this and say TH3 adds yet another roll to the table to a total of 4: the first try (TH0), the TH1 try, the TH2 try and the TH3 try. We can't extrapole this to gear, atma, and the TH boosts, however. The tests never compromised them in any way. These boosts could even work like the old way of thinking, being a straight 1% increase on drop rate. This is an interesting thing to test now i guess.
I'm still having a hard time believing that trait TH somehow behaves differently from gear TH or any additional TH from either Kupower, Atma or upgrades. I'll have some time to play again soon, then I'll do some testing on it.
I still think people underestimate how powerful additional rolls are. Even with only TH3, it would turn 50% drop rate into almost 100% drop rate, bar cap (which I don't think there is, personally). I know it's a lot of assumptions on my part as well, I'm just finding it hard to believe. I'll do some of my own testing to make sure.
To play around with some numbers:
http://ffxiut.com/th
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I think we should just all agree that even though we do not know how it works we know that it does. Thf was my first job when I started 5 years ago and thf is still mainly what I play today and I can tell you th makes a difference, how I do not know, but it does. Even my th6 base compared to my roomies th5 base makes a diff in the rate we each get drops when it comes to minor things like getting coffer keys or unlit lanterns or drops from nm, such as spell scrolls we have been farming for his blm due to the out of hand price of them lately on the ah.
And since I know it works, and works well. We can do all the testing we want and still wont know until se tells us. I have noticed alot of things during my years of play that contradict the testing thats been done on TH and other things.
However I must say it still gives me delight when ppl in a pt swear up and down the thf can die without loosing th or just have to be in the pt for th to be in effect and watch the drop rates go from nil to nearly everything when I survive a fight and get th on the nm.
Sometimes you just have to laugh at yourself, you would cry your eyes out if you didn't.
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