Another Chardok gripe...

Problem with pathing,spawns etc - post here
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TheBloodmoon
Posts: 391

Re: Another Chardok gripe...

Post#11 » Sat Aug 08, 2009 3:16 am

I think on average, I've had better luck in Chardok personally. But it's still somewhere within the 33% range of antiloot drops over other pieces. Considering the current loot table, that seems a bit unbalanced even at 33%. Not sure there is anything that can be done, as it's obviously not set to drop any more frequent than other pieces. Only solution I can see is to remove it from the loot table, or better isolate the drops to particular mobs and/or locations within the zone and add antiloot on the table with the rez wand, or something. Either way, it would great to see something done about it as it's probably the single most annoying drop on the server. =P
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Tyler
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Re: Another Chardok gripe...

Post#12 » Sat Aug 08, 2009 7:53 am

I'll be blunt - i never checked Chardok at all. I didn't design Loot, Encounters, NPCs or anything. It's all Lillus mess ;)

So please explain Antiloot and your other gripes to a poor designer and i'll check it out.
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Koeril
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Re: Another Chardok gripe...

Post#13 » Sat Aug 08, 2009 10:35 am

Bascially antiloot is the loot that no one wants - a dud. It has a chance to drop off any of the named, but has a wicked high drop rate for whatever reason. We see the numbers, but in reality the drop rate is more like 50%. When antiloot drops it replaces any useful item which could have dropped.
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Lillu
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Re: Another Chardok gripe...

Post#14 » Sat Aug 08, 2009 3:06 pm

Antiloot is basically something "fun" instead of having "nothing" from a mini named.. thats it. So I really don't get what the problem is.. But I never thought ppl getting it instead of getting nothing could be an issue. Will remove Antiloot if you guys really want to, thats np to me. I wont higher drop rates tho, it's been tuned like 3 times and getting loot in Chardok is already too easy for my taste..

I know Tyler likes to be the popular GM setting up easy loot zones, and it's all good. :) but I would like to stick to my philosophy.. you enjoy and get more fun having the same thing with more work, challenge and struggle!

Koeril
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Re: Another Chardok gripe...

Post#15 » Sat Aug 08, 2009 3:39 pm

As for me, it'd be better to get nothing at all rather than the antiloot, but to be honest I really don't care. I don't think everyone was aware of the roll antiloot played which you just described. I understand now why it exists and see that you had everyone's best interests in mind though and can appreciate that.

I think everyone assumed it was taking the place of a decent piece of loot rather than taking the place of nothing.
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

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TheBloodmoon
Posts: 391

Re: Another Chardok gripe...

Post#16 » Sun Aug 09, 2009 5:16 am

So, let me get this straight. There is a 50% chance to get an item off the drop table list? 50% of the time being antiloot (or the equivalent of nothing) and the other 50% of the time being a piece from the loot table (one of 22 other items)?

If that's the case, then I believe I'd understand your intention and how the loot table works. On the alla clone, though, it looks completely different. Like antiloot is among the list of items on the table to drop 100% of the time, which would make it 1 out of 23 chances or some 4% or so chance to drop. Does that make sense? That would explain why it appears as though it was intended to drop a lot less frequently than it currently does.
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Lillu
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Re: Another Chardok gripe...

Post#17 » Sun Aug 09, 2009 10:09 am

TheBloodmoon wrote:So, let me get this straight. There is a 50% chance to get an item off the drop table list? 50% of the time being antiloot (or the equivalent of nothing) and the other 50% of the time being a piece from the loot table (one of 22 other items)?

If that's the case, then I believe I'd understand your intention and how the loot table works. On the alla clone, though, it looks completely different. Like antiloot is among the list of items on the table to drop 100% of the time, which would make it 1 out of 23 chances or some 4% or so chance to drop. Does that make sense? That would explain why it appears as though it was intended to drop a lot less frequently than it currently does.


Besides it's 70% chance you get a real loot, yes, you are correct.

When killed, this NPC drops :
# With a probability of 5% (multiplier : 1):

1. Lillu's Wand of Angel Calling
, Gems

# With a probability of 100% (multiplier : 1):
All other loot, which are antiloot and the items.

Antiloot has a 30 % chance to drop, while all possible items to drop have 70% divided (alomst) equally by the item numbers chance to drop. Augs has less chance than items.

To make it simple, it's like this: Antiloot 30%, Real items (4 types) 10% each, Augs (4 type) 5% each.

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Tyler
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Re: Another Chardok gripe...

Post#18 » Sun Aug 09, 2009 12:09 pm

And thats the problem why we see Antiloot so much. It has a 3x higher drop rate

30% > 10% , no matter how many items with 10%. Need to rewrite that.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Lillu
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Re: Another Chardok gripe...

Post#19 » Sun Aug 09, 2009 4:36 pm

Tyler wrote:And thats the problem why we see Antiloot so much. It has a 3x higher drop rate

30% > 10% , no matter how many items with 10%. Need to rewrite that.


lol no.. this means, antiloot 30%, real item 70% chance..the way it supposed to be. thats all. dunno what so hard to understand :p

Koeril
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Re: Another Chardok gripe...

Post#20 » Sun Aug 09, 2009 6:47 pm

Was something changed? I went to crunch numbers, but see that all the items now have an equal part of 100% to drop. I don't see the 30% referred to here.
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Hans Poisondirk - Rogue
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