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Re: Removing Spawn Limit through Drop Chance Change
Posted: Sun Sep 08, 2019 11:27 pm
by terminator
LostKnight wrote: Sun Sep 08, 2019 11:17 pm
Code: Select all
ID: 78 Name: Red Monster / Red Cyclop (lvl 100)
Drop: 0,1% Odin’s Helm (237)
Not a math guru here so using the Red monster as an example, how would that work for players of the following levels, some obvious ly are just "numbers" as I doubt a 25 or 50 could:
25
50
75
100
150
250
500
1000
1500
1/1000 = .1%
25 1.20%
50 0.60%
75 0.40%
100 0.30%
150 0.20%
250 0.12%
500 0.06%
1000 0.03%
1500 0.02%
Youll notice the drop rate is still double that of what it currently is at 150
Madmaniacs original idea involved the above being added to the 1/1000, so everyone got a buff, so we can debate, should high lvls have nerfed drops, or barely buffed drops?
Re: Removing Spawn Limit through Drop Chance Change
Posted: Mon Sep 09, 2019 1:59 am
by Leone
Try these figures with fairy island trying to get 200 wand. I'd say that's the benchmark.
Re: Removing Spawn Limit through Drop Chance Change
Posted: Mon Sep 09, 2019 2:14 am
by LostKnight
OK totally confused now. My math knowledge tells me for every opening bracket "(" there must be a closing bracket ")"
Code: Select all
(((ML/PL)+1/(PL/(1.5*ML)))*CDR = NDR
Your formula has 5 opening and 4 closing brackets.
1/1000 = .01% <- what's this .01%?
Does not match -> 0,1% or 0.1% depending on country
____________
Personally I'm beginning to think it should be left as is. Yea, I'm having a heck of a time getting "fire plates" or "Dragon's Head" or "Dragon's Scales" and other drops. I'm fighting 1-on-1 to do so, a blade.
And a few times I could NOT spawn a single dragon at all for a little while. I found out from a 3k friend that walked past me leaving saying "What's the sense! There's a 6k+ mage creating such a HUGE spawn that it's sucking up the map limit for anyone/anywhere on the map." Not sure I'd want someone like that being able to spawn forever, buffed or nerfed. In fact - especially NOT nerfed he's stay longer!
Re: Removing Spawn Limit through Drop Chance Change
Posted: Mon Sep 09, 2019 2:22 am
by terminator
LostKnight wrote: Mon Sep 09, 2019 2:14 am
OK totally confused now. My math knowledge tells me for every opening bracket "(" there must be a closing bracket ")"
Code: Select all
(((ML/PL)+1/(PL/(1.5*ML)))*CDR = NDR
Your formula has 5 opening and 4 closing brackets.
1/1000 = .01% <- what's this .01%?
Does not match -> 0,1% or 0.1% depending on country
____________
Personally I'm beginning to think it should be left as is. Yea, I'm having a heck of a time getting "fire plates" or "Dragon's Head" or "Dragon's Scales" and other drops. I'm fighting 1-on-1 to do so, a blade.
And a few times I could NOT spawn a single dragon at all for a little while. I found out from a 3k friend that walked past me leaving saying "What's the sense! There's a 6k+ mage creating such a HUGE spawn that it's sucking up the map limit for anyone/anywhere on the map." Not sure I'd want someone like that being able to spawn forever, buffed or nerfed. In fact - especially NOT nerfed he's stay longer!
Sorry i wrote it on my phone, yes it meant it as .1%. My side of the debate is that I believe if unlimited spawn came back, that players quite over monsters level should have their drops nerfed. Madman brought up that this means tightened up afk etc, and would be better to have a buff on drops, the closer you are to the monsters level, the more of the buff. I am starting to lean towards his idea of all buff and a little bit increase of spawn limit, then unlimited spawn and high lvl nerfing
Re: Removing Spawn Limit through Drop Chance Change
Posted: Mon Sep 09, 2019 2:29 am
by terminator
Leone wrote: Mon Sep 09, 2019 1:59 am
Try these figures with fairy island trying to get 200 wand. I'd say that's the benchmark.
1/1000 drop Level 190 Monster
1/1000 = .1%
High Level Nerf Setup with unlimited spawns
25 2.28%
50 1.14%
75 0.76%
100 0.57%
150 0.38%
250 0.23%
500 0.11%
1000 0.06%
1500 0.04%
Buff All Idea with limited spawns
25 1.62%
50 0.86%
75 0.61%
100 0.48%
150 0.35%
250 0.25%
500 0.18%
1000 0.14%
1500 0.13%
Re: Removing Spawn Limit through Drop Chance Change
Posted: Mon Sep 09, 2019 2:32 am
by terminator
LostKnight wrote: Mon Sep 09, 2019 2:14 am
In fact - especially NOT nerfed he's stay longer!
If he is staying longer because he is making money or being nerfed to make the same amount of money? At what point does it not make sense for him to stay and try to make money, and just get the 1-2 drops he needs, rather then 100-200 in the same amount of time?
Re: Removing Spawn Limit through Drop Chance Change
Posted: Mon Sep 09, 2019 2:33 am
by LostKnight
Do not know how to get the results but like this one:
term wrote:Buff All Idea with limited spawns
25 1.62%
50 0.86%
75 0.61%
100 0.48%
150 0.35%
250 0.25%
500 0.18%
1000 0.14%
1500 0.13%
Re: Removing Spawn Limit through Drop Chance Change
Posted: Mon Sep 09, 2019 2:36 am
by terminator
LostKnight wrote: Mon Sep 09, 2019 2:33 am
Do not know how to get the results but like this one:
term wrote:Buff All Idea with limited spawns
25 1.62%
50 0.86%
75 0.61%
100 0.48%
150 0.35%
250 0.25%
500 0.18%
1000 0.14%
1500 0.13%
Its a lot of perspective, I personally am starting to lean towards this particular one myself aswell
Re: Removing Spawn Limit through Drop Chance Change
Posted: Mon Sep 09, 2019 3:03 am
by LostKnight
terminator wrote: Mon Sep 09, 2019 2:36 am
Its a lot of perspective, I personally am starting to lean towards this particular one myself aswell
+100
Re: Removing Spawn Limit through Drop Chance Change
Posted: Mon Sep 09, 2019 5:59 pm
by Ferza
Tiro una idea básica;ajustar un limite de venta en las tiendas,es decir que solo se podria vender cierta cantidad de algún producto,la tienda tendría un contador que se renueva en determinado momento;por ejemplo: solo se pueden vender 100 plates lvl 100 por día.De ser posible se deberían ajustar bien los parámetros de cantidad y/o tiempo de cada producto a vender.
I throw a basic idea; adjust a sales limit in stores, that is, you can only sell a certain amount of a product, the store will have a counter that is renewed at a certain time; for example: only 100 lvl 100 plates can be sold per day. If possible, the quantity and / or time parameters of each product to be sold will be adjusted well.