First and foremost, this post isn't specifically about drop rates, more so how the loot system allows the duplication of drops and uncontrollable RNG which ends up making it a nightmare to deal with. I provide data for a factual-statistical account to justify that the loot system is absurdly obnoxious and overall creating a very unenjoyable experience.
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I think it's no big surprise that everyone that has done Ifrit or is still doing Ifrit knows that the loot system is completely flawed and one of the worst created time sinks in the game. It's miraculous that the development team/Yoshida hasn't hot fixed it after all of the backlash that they've received from the implementation of the fight. I'm not even sure how this kind of system gets approved by Yoshida, the development team, and QA team.
I believe Yoshida commented that they were "looking into it", which isn't a big shock because it seems to be what they say with everything that needs immediate attention.
My LS has been keeping track of statistics since our very first run and tonight we killed our 100th Ifrit and I thought it would be an interesting post to show not only to the dev. team (if this was ever passed on), but everyone else. Obviously other groups will have different drop percentages and so forth, but I doubt that my LS is the odd-one out and has the worst luck ever. I bet there are groups that have even worse numbers then ours, as well as groups that have much better.
Yoshida has harped on the revival of Final Fantasy XIV many times with 4 keywords: Fun, Live, Reboot, and Rebuild.
It's simple and direct, the fight is fun, the system makes it not fun. It in fact dwarfs the enjoyment of how fun the fight is and makes the entire experience a very bad one for anyone that has been ramming their heads against the wall as much as groups like mine.
I beg to question, is it a Easterner thing to not have fun? Not to be rewarded for hard work? I'm perplexed...
Regardless, I didn't want to make this as much of a rage, qq, or "do we really need another one of these" posts since it's commonly known that the system is incredibly moronic. Yet, if it's numbers and data you need Yoshida to justify that the system should be fixed, reimbursed, and never-ever implemented ever, ever again. Then here are our numbers. I'd imagine though that you have some sort of data collection on your side that isn't shared with the players.
I'll point out that we didn't keep track whether we broke 0 horns, 1 horn, or 2 horns to concretely see if the drop rate was effected in any way. However with that said, we have never killed Ifrit with 0 horns still up. We always have 1 horn down and have done multiple 2 horn kills. We actually tended to see more zero drop kills on our 2 horn kills, which I'm sure doesn't mean anything but really bad RNG.
So, 100% of the time a horn is broken.
It baffles me that zero drops is even a possible reward. I feel bad for any group that worked so hard to kill Ifrit, finally killing him for their first time and all they got was dark matter.
You can ignore the rating, this was implemented prior to the patch release. We didn't know how incredibly stupid the loot system would be. Attendance ratings compared with the items people actually have (that aren't duplicates) is whats more interesting.
This is the break down of dates and who got what. This counts all duplicates, basically everything and anything that dropped into someones loot pool. To note, one member (Tira Misu) received 4 items outside of our group runs, resulting in some duplicate drops (I think a Battleaxe and a Cane).
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The justification that the armory system is supposed to be about playing multiple classes is a poor argument for the way the system is implemented. Players enjoy playing certain jobs over others, thus wanting to gear those jobs first or only those jobs. You know, giving players a choice (/gasp radical concept, I know!) However, that one item that they want they can never seem to get because they'll end up getting Ifrit's Canes over, and over, and over again.
There have been numerous threads with good ideas of how to fix the issue or correct the issue for the future. These can be viewed here.
Ifrit Battle Loot (Hard)
[NA] Ifrit Bleeds, We Can Kill It (Hyper): COMPLETE
Ifrit reward system seriously needs tweaking
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Be smart, don't screw us over with the Moogle Primal fight. It's better to have content that you can blow on through, getting what you want. Rather then being a frustrated player in a already frustrating game. Until you guys can create content that is lasting, you will always get backlash from the community for your decisions like Ifrit.
Who knows, maybe tomorrows hot-fix finally fixes this...
/shrug