I've done Garuda Hard mode about 25 times and I've yet to see a bard bow or a scholar book drop.
I've since gotten my Scholar's relic so now I do it to get weapons for my sub characters but still kinda sad lol..
Printable View
I've done Garuda Hard mode about 25 times and I've yet to see a bard bow or a scholar book drop.
I've since gotten my Scholar's relic so now I do it to get weapons for my sub characters but still kinda sad lol..
This reminds me that there are still too many people that don't understand percentages or probability.
Less than 100% chance is not 100% chance, no matter how close it is to 100%.
50% does not mean that a specific person will succeed 50% of the time, it means that there's always a flat 50% chance of success or failure. You could fail 90% of the time even though you had a 50% chance of success every time, because it's not cumulative, but flat probability for each check.
Most RNG systems are not perfectly random in the strictest sense, but can seem close enough. This game uses one of them.
I understand probability quite well. Did statistics in University. When I frequently see sequences that have less than a 1 in 100,000 chance occurring, every 500 chances or so, and others complain of the same thing, we're either all incredibly unlucky, or the system is prone to excessively long sequences of extreme values.
Frankly though, I'd be happier if they just did away with the RNG entirely, and introduced some form of Fatigue factor, that increases with every action, and once full, the next action is going to fail. Various abilities increase fatigue more, while various traits decrease the rate of fatigue growth.
Do the same thing as well, but for HQ gatherings. When you gather, your HQ meter fills, and then once full, you get an HQ hit, and it resets with any full surplus carried over.
Such a system would remove the immense frustration that many feel with an RNG. I hate RNG's in MMO's period (excluding combat). If I'm a skilled artisan or botanist, it's only a matter of time, not chance, that I'll HQ something.
Having gathered up to 800 Mythril Ore, equal numbers on other items, I can confirm that HQ is around 15-20% and it's like that all the time. Proc for Mooch is similar. For Gathering, it's 15-20% of hits though so if you are getting nothing 40% of the time, you get 15% of the 60 times you hit.
Crafting is different. If I can get 50% or 75% or 88% with all Normal condition and do it over 100 Synthesis, my true HQ will come up half on those synthesis. The number fusges based on Good quality but the true value of my crafting percentage is almost always half. It doesn't matter what the bar says.
And the ugly truth to %-based rates is that, mathematically speaking, there exists a statistical probability that someone will never get an item they desire. Game companies won't sell you that info though. :P
Obviously the odds are very low assuming an infinite number of attempts, but it's not 0.