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dont mind all the hate, show off your goods!
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You don't have 8 chests every primal run because you can't pass weapons to each other. You also have a chance to receive a token now, which you actually can pass to each other. And prior to the introduction of tokens, it took me about 250-265 runs to get every Ifrit weapon. DL is far more punishing.
Would it be possible that SE put in an algorithm that increases the drop rate on Darklight Gear for Deathless Speed Runs? I am starting to believe that is the case. In which case, no death speed runs actually does require a bit of skill and party member coordination as much as speed runs. I am inclined to think this is less about luck and more about known unknowns...
Took me about one hundred runs to get full ifrit weapons and only one was bought with tokens. I think they might have increased the odds a little after that patch. Now when you say "250" runs I am inclined to ask whether those were all wins or losses included. Because if I include wipes that effectively double by attempts.
I'd say this is about right according to my experience. I've seen two DL pieces drop in about 30 speed runs. On the other hand I got ifrit weapon on first kill then another every 10kills after that on average +1 totem. As for moogle i think i got my first after 3 kills...
Are you talking about speed runs, speed runs with no deaths, or just normal runs?
This wouldn't surprise me the least.
The vast majority of our runs are 5-chest speedruns without deaths. There is no hidden reward factor for performance.
When I spoke of Ifrit runs, I was referring to wins.
How can you be so sure there is no hidden reward factor for performance if it's *hidden*? In FFXI there were obvious lvl brackets above which a crafter had to be in order to increase the HQ% of any given recipe. Tier 0 = 0-10 lvls above synth, Tier 1 = 11-30 above synth, T2= 31-50 above synth, and T3 = 51+ lvls above recipe lvl. T0 = 1/100 HQ chance, T1 = 1/10, T2 = 1/4, T3 = 1/2 HQ rate.
Somehow you put it beyond SE's imagination that there just *may be* hidden factors related to performance affecting the outcome of the drops. I disagree. Speed runs are one of these hidden factors related to performance leading to five chests, why would it be so hard to implement others?
I don't care about S-E's imagination or FFXI's crafting system. What I care about is observable evidence. We have a running joke in our shell about how we get rewarded for the rare wipe or near-wipe situation with DL drops, because DL ignores your performance. We've wiped to Mistress, finished anyway, and gotten a DL piece after 20 perfect runs over two days without any drops at all. We've done 15 perfect runs in a day and gotten three pairs of DL gloves. It's random, and it's a very low droprate overall.
I'm sure other LSs can corroborate this observation.
If all you care about is observable evidence then you should start taking note of every run you do, the time you finish at and the number of deaths as well as the rewards. That's the only way you will yield a % drop rate and the only way you can prove it as being random.
Unfortuneately there is no such thing as random in game programming. In FFXI crafting we had the Tiers to go by, but we also had the Law of the Averages which dictates that if you have a 10% drop/HQ rate, you could fail 90 times in a row, then pop 10HQ/drop in a row and you average out 10%. You could just as well go 20 NQ, followed by 2 HQ, ad infinum.
At the end of a day there is a % drop rate, and the only thing that applies is the Law of the Averages according to you. The only pertinent question at hand is the average drop rate. And the only way to get a definite average drop rate is by taking notes of your runs.
Otherwise your speculative 2-3% is as unfounded as my hidden reward factor based on performance.
This is a misconception I've heard floating around the gaming community for years. The fact that "there's no such thing as true randomness on computers" doesn't mean that actions you take in-game are going to have an impact on the results of your pseudo-randomly generated numbers. The human brain desperately wants to see a pattern, whether it's your performance or how many lalafells you have in the party when you get a drop. In all likelihood the PRNG cares much more about how many milliseconds it's been since midnight GMT on January 1, 1970 than any factor that's been proposed on the forums.
The time attack condition does not secretly change anything, its effect is obvious (it spawns a chest). It does not follow that "because there are conditions that make obvious changes, there are probably conditions that make tiny secret changes." The two are dissimilar.