Well you kinda have 8 chest every primals run and they are only 10-15min fight!Maybe for your LS
1 of our members did a rouge estimate a week ago of the amount of runs we have done (which was actually very likely lower than the actual amount of runs we have done) and so far we have averaged a 2.6% drop rate for darklight.
Ifrit and moogle were far far easier to get full weapons for all members than DL.
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.
Yes DL is more punishing, i was merely referring that the occurance that a blues appears in one of the chest is more likely than getting primals weapons from my experience. It's obviously slower to cap everyone on DL gears they needs, let alone capping them out.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.
We are in the same boat.
We have done about 150-200 speed runs with another 200 non speed runs thrown in and we have yet to have a body piece of any kind drop. At this point it's all just luck. Not skill, not anything you can control but just dumb luck.
I am getting really sick of content that rewards on luck and not skill....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...And I mean no offense to Amanda at all, but it is a real middle finger to us when you come in and gloat you have two full sets when most of us are lucky to have a piece to begin with. It is only a congrats on being lucky, because at this point, most people can get this gear now, but all comes down to luck.
When I see Darklight, I don't say to myself "Ohh he must be a real skilled player, he has a full set.", no I think to myself "Wow he is lucky the gear actually dropped to him.".
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.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.
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?Maybe for your LS
1 of our members did a rouge estimate a week ago of the amount of runs we have done (which was actually very likely lower than the actual amount of runs we have done) and so far we have averaged a 2.6% drop rate for darklight.
Ifrit and moogle were far far easier to get full weapons for all members than DL.
This wouldn't surprise me the least.
Last edited by Matsume; 04-24-2012 at 06:51 PM.
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.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?
Last edited by Raikki; 04-24-2012 at 08:27 PM.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.