The solution is to do more dungeons. The RNG for this is not nearly as bad as almost anything else, and it serves its intended purpose of making sure anyone at all is doing these dungeons to begin with. And yes, I have a Zeta.
The solution is to do more dungeons. The RNG for this is not nearly as bad as almost anything else, and it serves its intended purpose of making sure anyone at all is doing these dungeons to begin with. And yes, I have a Zeta.

My opinion is that it should work on a sliding scale. Each run should have a progressively higher chance to yield the drop until you finally get it. Say a system like this:
Include a line of code in the quest code block that keeps track of the number of times you've cleared the dungeon, but not gotten the item. A counter starts with an initial value of 3, and increments by one each time you clear, but don't get the item. The chance of receiving the item is equal to 5%, multiplied by the value of the counter.
So on attempt #1, you have a 15% chance to get the item. Didn't get it? Counter increments to 4. Attempt #2 has a 20% chance instead of 15%. Still didn't get it? Counter increments to 5. Attempt #3 you have a 25% chance to get the item... and so on, with no upper limit to how high your percent chance can become. Eventually you would become guaranteed to get the drop.
RNG would still be a factor, but after enough consecutive attempts, you eventually get it for sure.



Yeah, I agreed with you earlier on that when you brought it up to me myself and I'll say it again here: That would be awesome. Eventually, you'd be guaranteed to get the drop after making a set number of runs, rather than constantly being limited to that same small % in each run that ends up making players run the same dungeon over 50 times or so.My opinion is that it should work on a sliding scale. Each run should have a progressively higher chance to yield the drop until you finally get it. Say a system like this:
Include a line of code in the quest code block that keeps track of the number of times you've cleared the dungeon, but not gotten the item. A counter starts with an initial value of 3, and increments by one each time you clear, but don't get the item. The chance of receiving the item is equal to 5%, multiplied by the value of the counter.
So on attempt #1, you have a 15% chance to get the item. Didn't get it? Counter increments to 4. Attempt #2 has a 20% chance instead of 15%. Still didn't get it? Counter increments to 5. Attempt #3 you have a 25% chance to get the item... and so on, with no upper limit to how high your percent chance can become. Eventually you would become guaranteed to get the drop.
RNG would still be a factor, but after enough consecutive attempts, you eventually get it for sure.
It saddens me to see they did nothing to adjust the Zodiac drops for this patch. Looks like my Nexus relics are just going to remain Nexus except for my Excalibur Zeta, since I don't want to go through that hell again.



It took me 4 times as long to get all the dungeon items than it did for me to get 12 atmas. I wish there was a way to increase the drop rate, Cause I'm never making another one again.
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