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?
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.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.
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: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.
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.
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?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.



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