Xeru respawn on kill

General issues.
Niixnec
Posts: 334

Xeru respawn on kill

Post#1 » Wed Aug 05, 2015 2:35 am

Engaged Xeru, was going fine. Caretaker spawned and killed him. Killed Xeru and chest appeared along with hail fairy. Xeru respawns where I killed him, Kill him again, respawns again, killed again. Finally on the third kill get the shout message.

Pet killed on final one. Unsure who got kill shot on other ones.

Total time for all was Defender's guard + 1/3 of the donor disc - approx. 5 min?

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Denizen
Posts: 882

Re: Xeru respawn on kill

Post#2 » Thu Aug 06, 2015 2:20 am

Never had this happen and I've killed him maybe 15 times since the new code....very strange. Would be nice if you got a treasure chest with each kill lol.
Rafe, 70 sk

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Denizen
Posts: 882

Re: Xeru respawn on kill

Post#3 » Fri Aug 14, 2015 3:27 pm

OMG it happened to me this morning August 14th, 2015. 3 spawns of Xeru and two Ornate Chests. Sigh too bad they both couldn't be double loot :D


This needs to be fixed... I want 3 Ornate Chests each with double loot!!!!!!
Rafe, 70 sk

Vaion
Posts: 3712

Re: Xeru respawn on kill

Post#4 » Fri Aug 14, 2015 4:29 pm

Will take a look into why this is happening.

Also know that double loot does not necessarily mean 2x # of items but more so 2x the probability of it dropping.

An example would be:
NPC A can drop 1x Sword of Awesome at 30% chance. With double loot active NPC A can drop 1x Sword of Awesome at a 60% chance.
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

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Bareth
Posts: 141

Re: Xeru respawn on kill

Post#5 » Sat Aug 15, 2015 2:54 am

was directed to this thread in light of the double loot...
Seems like there is a problem with things like "Steaming Water" which usually drops all the time in multiple quantities, now it feels like a rare drop and when you do get it on a corpse its never more than one.

the example mob is from PoF "a jopal defender" which has the following drop information for that item:

With a probability of 25% (multiplier : 10):
Steaming Water Combinable

I also am seeing this when it comes to gems dropping in the hive queen event. I farm this for the gems, but now I am getting less gems per kill than before. for example "a drachnid hivewidow" has the following loot table:

With a probability of 50% (multiplier : 2):
Star Ruby
Ruby
Diamond
Jacinth
Blue Diamond

With a probability of 50% (multiplier : 2):
Star Ruby
Ruby
Diamond
Jacinth
Blue Diamond

And yet, I got kills where there was only a single gem on the corps and when there are multiple gems, never are they of the same type.

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Lillu
Posts: 11301
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Re: Xeru respawn on kill

Post#6 » Sat Aug 15, 2015 12:17 pm

Thanks for reporting it. There's something off with the multiplier part (not the loot chance multiplier but the individual item multiplier) I can confirm that and then there's another issue with chances on jopals (similar to the orc oracle loot issue we've fixed recently) but that's unrelated to the double loot chance.

Can someone confirm if the loot multiplier (for example 10x Steaming Water from jopals) worked at all since the code update?

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Bareth
Posts: 141

Re: Xeru respawn on kill

Post#7 » Sat Aug 15, 2015 9:32 pm

Guess I am still not understanding the double loot.
I just killed "Construct of Sathir" in KC that has the following loot table:

With a probability of 50% (multiplier : 1):
Chaotic Shining Metallic Robes Armor
Chaotic Silversilk Leggings Armor
Life Shard Augmentation

With a probability of 100% (multiplier : 1):
Chaotic Coins Gems

With a probability of 50% (multiplier : 1):
Rusty Chaotic Greaves Armor

With a probability of 5% (multiplier : 1):
Familiar Orb: Black Rat Armor
Familiar Orb: Red Bat Armor

If it is double chance for something to drop anything that normally is 50% or above chance to drop should drop 100% of the time, since its doubled. Which would make the above mob drop at least 3 things every time, right?

When I killed this mob, it had on the corpse only a single Chaotic Coin.

Vaion
Posts: 3712

Re: Xeru respawn on kill

Post#8 » Sun Aug 16, 2015 4:11 am

Close Bareth.. but not quite how the double loot code works.

So when looking at the Construct of Sathir you see the following loot table, as you mentioned:

With a probability of 50% (multiplier : 1):
Chaotic Shining Metallic Robes Armor
Chaotic Silversilk Leggings Armor
Life Shard Augmentation

With a probability of 100% (multiplier : 1):
Chaotic Coins Gems

With a probability of 50% (multiplier : 1):
Rusty Chaotic Greaves Armor

With a probability of 5% (multiplier : 1):
Familiar Orb: Black Rat Armor
Familiar Orb: Red Bat Armor

The % probability chances that you are seeing are the % chance that that particular loot list will be called upon to drop. So an example would be that there is a 50% chance that the NPC will pick from the list with Rusty Chaotic Greaves Armor on it.

Now, within each of the loot lists, each item has its own chance to drop. Think of it this way, if the 1st loot list is called, then all 3 of those items are not going to drop, only 1 of them.

So looking at this list these are the per-item chance to drop:


With a probability of 50% (multiplier : 1):
Chaotic Shining Metallic Robes Armor (16.5%)
Chaotic Silversilk Leggings Armor (16.5%)
Life Shard Augmentation (17%)

With a probability of 100% (multiplier : 1):
Chaotic Coins Gems (100%)

With a probability of 50% (multiplier : 1):
Rusty Chaotic Greaves Armor (50%)

With a probability of 5% (multiplier : 1):
Familiar Orb: Black Rat Armor (3.75%)
Familiar Orb: Red Bat Armor (1.25%)

These per-item chance are what is being doubled. So right now the values are:

With a probability of 50% (multiplier : 1):
Chaotic Shining Metallic Robes Armor (33%)
Chaotic Silversilk Leggings Armor (33%)
Life Shard Augmentation (34%)

With a probability of 100% (multiplier : 1):
Chaotic Coins Gems (200%)

With a probability of 50% (multiplier : 1):
Rusty Chaotic Greaves Armor (100%)

With a probability of 5% (multiplier : 1):
Familiar Orb: Black Rat Armor (7.5%)
Familiar Orb: Red Bat Armor (2.5%)

Take note though that the probability of the loot list being called does not double. If the NPC decided to pick from the loot list, then the actual per-item chance would be doubled.

Hope that makes sense. We assure you 100% that the double loot is working properly.
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

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Enrikk
Posts: 389

Re: Xeru respawn on kill

Post#9 » Sun Aug 16, 2015 3:42 pm

Going back to the original post:

Maybe the respawn is a DSK issue - Last night my daughter and I completed a DSK 1 run, but Redfang was particularly nasty AFTER we killed him and popped the ornate chest.

The run was easy, but for the fact that, upon his demise, Redfang decided to immediately respawn, and his minions commenced to kill the raid.

Kill shot was a PC - not a pet
Savage bats spawned almost immediately
Though I was at the spot of the respawn, aggro went to everyone, and I had difficulty regaining it, which caused the wipe. I had the sense of mind to have the three toons I wanted to get the head loot, but otherwise nothing else got looted, and the box poofed when we got back.

Finally, though we got a failure message, after we got a winning message, Redfang didn't reset when we died.

We continued on and killed Koritz easily, and he didn't respawn, and of course Zi'Thuli didn't either.

Just an FYI.
Lead, Follow, or get out of My Way!

Enrikk of the Few

With MANY voices Also in my head

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Bareth
Posts: 141

Re: Xeru respawn on kill

Post#10 » Sun Aug 16, 2015 5:36 pm

Vaion wrote:
With a probability of 50% (multiplier : 1):
Rusty Chaotic Greaves Armor

The % probability chances that you are seeing are the % chance that that particular loot list will be called upon to drop. So an example would be that there is a 50% chance that the NPC will pick from the list with Rusty Chaotic Greaves Armor on it.

Now, within each of the loot lists, each item has its own chance to drop. Think of it this way, if the 1st loot list is called, then all 3 of those items are not going to drop, only 1 of them.

So looking at this list these are the per-item chance to drop:

With a probability of 50% (multiplier : 1):
Rusty Chaotic Greaves Armor (50%)



Thank you for taking the time to reply. I guess I just don't quite understand the EMU code to calculate the drops.

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