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  1. #21
    Player
    hamsteak's Avatar
    Join Date
    Aug 2013
    Location
    The Moldy Ul'dahn Sewage System
    Posts
    366
    Character
    Hidden Dragon
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Estellios View Post
    They need to just consolidate future melee DPS accessories into "slaying" like some of the myth pieces and the primal/ultima stuff.

    Not to mention it's less redundancy in drops that would potentially annoy people.
    eww... no what if all of the slaying pieces end up having something like skillspeed? i like having more of a choice in secondary stats on accessories
    (0)

  2. #22
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Ghasto View Post
    Yeah, pretty goddamn stupid that Need for each melee type is locked between Jobs. Healers, casters and tanks share accessories, so what the hell?
    I had a thought the other day.. Because everyone seems to complain that drops in CT and coil are always monk or drg (bard esp for CT) it occurred to me that these must have higher drop rates due to being class specific.. Casters and tanks share gear, but when it's class specific such as monk, drg, and brd there are basically 3x as many pieces in the loot pool, hence they drop (or maybe seem to drop) that much more often. Just a thought I had..
    (1)

  3. #23
    Player
    Lemon8or's Avatar
    Join Date
    Aug 2013
    Posts
    1,304
    Character
    Lemon Nate
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by whiskeybravo View Post
    I had a thought the other day.. Because everyone seems to complain that drops in CT and coil are always monk or drg (bard esp for CT) it occurred to me that these must have higher drop rates due to being class specific.. Casters and tanks share gear, but when it's class specific such as monk, drg, and brd there are basically 3x as many pieces in the loot pool, hence they drop (or maybe seem to drop) that much more often. Just a thought I had..
    Nope. Each piece has the same percentage of drops. Out of the 6 sets (fending, healing, striking, maiming, aiming, casting), 3 of them are class specific so it seems to drop more often because people don't want it. Humans just seem to remember the bad times better than the good times. Considering in a group 50% is DPS, it's understandable that way.

  4. #24
    Player JayCommon's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    963
    Character
    Indaki Sativa
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Ghasto View Post
    Yeah, pretty goddamn stupid that Need for each melee type is locked between Jobs. Healers, casters and tanks share accessories, so what the hell?
    One major difference between MNK/DRG and healers. DRG's get to wear "tank-esque" gear, with much higher armor ratings than MNK's get to wear. I imagine this is the only reason why the gear's are broken up between the 2 mDPS jobs. Makes sense when thinking of the lore anyway. A dragoon is usually always clad in heavy armor, while monks are relegated to robes, and cloth-like garments.

    It was easy enough for them to make Primal accessories drop one single STR piece of both mDPS to share, because accessories don't add Armor rating.

    I agree it's dumb to have 2 different sets of STR gear when they are so similar, but I wouldn't expect it to change for the next set of Coil turns. They won't make Maiming/Striking for worn-gear and then just have Striking for accessories. They already have the Armor rating differences set in stone throughout the entire campaign. Can you imagine the amount of tears to flood the forums if, overnight, DRG's just lost like 60 points of armor?
    (0)

  5. #25
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Lemon8or View Post
    Humans just seem to remember the bad times better than the good times.
    No disputing that lol

    Maybe drop percentage wasn't the correct way to put it. Coil as an example, 17-18 pieces of loot per turn so roughly 5-6% chance for each piece to drop. I guess the way I was thinking isn't exactly a fair analysis, since I'm clumping drg/mnk/brd together. I think my point is still valid though, in that (Tank = 5-6%) (Healer = 5-6%) (Caster = 5-6%) (Drg/mnk/brd = 15-18%).. It's just not a fair way to look at it.
    (1)

  6. #26
    Player
    waca's Avatar
    Join Date
    Oct 2013
    Posts
    101
    Character
    Waca Waca
    World
    Yojimbo
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Lemon8or View Post
    Nope. Each piece has the same percentage of drops.
    What kind of source are you quoting on for your claim?
    I have always been wanting to know what are the drop rates, please do tell us more if you know!
    ^______^
    (0)

  7. #27
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by waca View Post
    What kind of source are you quoting on for your claim?
    I have always been wanting to know what are the drop rates, please do tell us more if you know!
    ^______^
    Like I said, there are 17-18 (depending on turn) drops for each turn. There is a 100% chance that one of the loots drop. 100% / 17 (or 18) is between 5-6% chance for each piece.

    Now if you are looking for percentage of what has dropped, that's a completely different question that likely no one has the answer to (outside of their personal exp).
    (0)

  8. #28
    Player
    Lemon8or's Avatar
    Join Date
    Aug 2013
    Posts
    1,304
    Character
    Lemon Nate
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Turn 1: 17 pieces 4 tanks, 2 heals, 2 aiming, 4 maiming, 3 striking, 2 casting. Tank 25% Heal 12.5% Caster 12.5% Others 50%
    Turn 2: 17 pieces 4 tanks, 3 heals, 2 aiming, 2 maiming, 2 striking, 4 casting. Tank 25% Heal 18.8% Caster 25% Others 30%
    Turn 4: 18 pieces 2 tanks, 4 heals, 3 aiming, 2 maiming, 4 striking, 3 casting. Tank 12.5% Heal 25% Caster 18.8% Others 50%
    Turn 5: 18 pieces 3 tanks, 3 heals, 4 aiming, 3 maiming, 2 striking, 3 casting. Tank 18% Heal 18% Caster 18% Others 50%
    All percentages are rounded weirdly but close enough. Keep in mind that DRG and MNK can only share accessories which are 5 pieces. BRD does not share with others. Since there are 4 DPS and 3 types (caster, Bard, Melee), at least 2 of them will have to share something, whether the gears or the accessories so I think it's fair that tanks get front loaded in turn 1 and 2 (cause they get hit) while healers are prepared by beating turn 4 (to heal turn 5). Turn 5, all jobs have similar chances.

  9. #29
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Haha thanks Nate, I started doing the long hand but I'm at work and shouldn't even be on here
    (0)

  10. #30
    Player
    waca's Avatar
    Join Date
    Oct 2013
    Posts
    101
    Character
    Waca Waca
    World
    Yojimbo
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by whiskeybravo View Post
    Like I said, there are 17-18 (depending on turn) drops for each turn. There is a 100% chance that one of the loots drop. 100% / 17 (or 18) is between 5-6% chance for each piece.
    Now, I am actually asking how do you know the formula should be 100%/17 or 100%/18? This is the source I'm interested in knowing.
    (0)

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