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  1. #1
    Player
    Bloody's Avatar
    Join Date
    Mar 2011
    Posts
    295
    Character
    Arkain Stormfury
    World
    Hyperion
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by Cordie View Post
    Except “designed” use is inconsequential to its effective use (which is as designed in only 1 out of 6 cases) and the latter is what dictates whether an item is “needed” or not. As mentioned by others in the thread, their needs weigh the same as the OP’s or anyone else’s. Therefore, basing a system (as it is currently set up) on a biased preference for a “designed use” is only leading to an imbalanced valuation of everyone’s needs, by limiting choice in this case.
    A “potential reward” is not a reward. It’s an incentive, at most. Combining this with the limitations on choice gives you a compromise : you lose options (as in what class you can go in with) to get something potentially. And guess what! In my suggestion, you can still get something potentially, without the limitations.
    Um, this is an MMO with random number generation drop chances. All gear rewards are incentives, because enough effort will eventually yield the desired item. Are semantics the only fuel you have left?

    Skewness
    Light party – left-side gear : -0.342
    Light party – accessories : -0.106
    Full party (1 tank) – left side gear : 0.571
    Full party (1 tank) – accessories : 1.207

    When I say skewed it means skewed.
    Look at your table, now back at these numbers. Now look back at that table. First off, there is at most a 2.1% difference in left side gear, which does not equate to a 34% skew. I think you need to make sure you aren't trying to over-complicate your formulas there.

    For one item type, it’s a 1/7 for left-side gear and a 1/5 for accessories. Subtract the values you see on the table to get the probability of all other members obtaining the item. Add the 2 probabilities, divide by 4 (for light party) or 8 (for full party), and tell me how my suggestion is magically affecting all party members’ chance to acquire it.

    My suggestion is a general solution: Unlock need button for every item and everyone, irrespective of role/job/class.
    I am not addressing things on a case-by-case basis, so I am not sure where you see the “bouncing”. Perhaps you are implicitly merging my suggestion with the OP’s. This would result in a different suggestion “bouncing” between a general and specific cases if you cared to formulate it and falsely attribute it to me, and since you didn’t you have no grounds for your claim.
    Yes, it's magic that chances of obtaining certain gear plummet when you take away the one method used to ensure a decent probability.Also, I imply nothing. You clearly stated yourself in a single claim:

    Quote Originally Posted by Cordie View Post
    Probability of getting an item after rolling "Need" in a light party and full party (1tank-2healers-5dps) with any composition:



    Table of specific chances, factoring the chance of drop before ability to need.

    (fixed a typo in my first formula too - don't expect any miracles though)
    [EDIT: just double-checked in Python, 9.5% for NIN/BRD/MCH accessories in the full-party case is actually 9.3%, and I can't find what's wrong with Excel there huh...]

    Compare: greed-only rule gives a flat 25% for light party, 12.5% for full.
    General percentage of acquiring any piece of loot, not factoring drop chances for a specific piece.
    You were saying? I'm not mixing statements (pretty sure the OP's long gone from the feedback they received), I'm just giving you a healthy dose of differing opinion using your own provided data.

    Rubbish sub-5% is what everyone gets currently too: for every person that can roll need and get an item there are 3 or 7 ppl who don’t get it. Except now it’s also skewed, favouring specific classes/jobs at the expense of others, pushing ppl in the class/job they should be playing if they want more loot (not just specific items). It’s only an illusion of choice; the choice itself is rigged.
    Not even close, look at your own math, or are you saying your table is a sham? You reach the 3% range on specific pieces of gear only when you take away the priority given to a class/role for specific gear pieces. If those other 3-7 people see their class/role gear drop, they have nigh equivalent chances as you do if yours drops. Or are you going to try and add more variables to convolute your formula to try and justify your point?
    (2)
    Last edited by Bloody; 03-06-2017 at 01:48 PM.