The only constant on coffer key drops is you will get one on your first kill when nobody in your party has any need for it.
The only constant on coffer key drops is you will get one on your first kill when nobody in your party has any need for it.
If you would read closely you would notice that your statement is ridiculous.Originally Posted by Skeetaru
how can you say its baseless when he writes down his personal experience from 3 months of cofferkey farming ?
Ppl that cant read / just say yes and amen, shouldnt be in line for a riddil at all
Please stop crying about Riddils in my thread, cheers.
Back on topic, I went farming again last night in Garlaige Citadel (again with TH4+) we got a key very quickly (3 kills iirc).
However, these mobs don’t drop Tests. My original thought was that TH+4 was making the Tests more likely to drop and taking up the spot where a key could drop; and that by removing 1 TH, made the Tests less likely to drop giving the Key a better chance.
Has anyone seen a Key and Test drop in the same loot pool?
Sometimes you get the bear, sometimes the bear gets you.
This is the correct answer.
I noticed this effect when I was leveling my Adventuring Fellows- there were plenty of nights in Clawrar's Nest where I would get 2-3 coffer keys in 30 kills. At first I thought that maybe Attacker Fellows have a native Treasure Hunter rate, but I noticed that it never works when I go somewhere to specifically farm for a coffer key. The trick is to never say that you are going to farm for a coffer key in the game, it parses your text and will adjust your drops downward. Instead, before you go say something along the lines of "Boy, this is going to be a very productive NPC leveling session, I hope that my inventory doesn't get cluttered with worthless junk" in your linkshell. This has the effect of fooling the Fun Inhibitor Engine™ into thinking that throwing a bunch of coffer keys at you will ruin your night.Originally Posted by Dammerung
And yes, this was totally facetious. But really, you do get a lot of Coffer Keys that you don't want/need while leveling an Adventuring Fellow.
I think some keys just drop more often than others. Whether they share a slot with testimonies and whether massive TH lowers their droprates I have no idea.
if you want a coffer key, ask your local beastmaster
Actually, I think you were on to something...Originally Posted by Septimus
Sometimes the Fun Inhibitor Engine™ is the only logical explanation.Originally Posted by Woozie
I recall a test on Giant Bird Plumes that also showed it was 1%, so there's 3 independant tests so far that all conclude the same thing.Originally Posted by Rocl
Now, if assume TH1 is +1% like those tests conclude, does this mean that TH1+TH2+TH3+TH4 = +4%? Or does the strength of TH2, TH3, and TH4 each differ from TH1?
I never made a % test with non th, i only farm with thf.Originally Posted by Khamsin
But your theory sounds logical to me.
And that 4% finally adds to the overall drop percentage of the targeted item.
And with more people in your party as thf everyone gets an additional roll for the loot with higher percentage.
btw. which tests can i have a link?
I don't remember where exactly I got the information from, as I found it copypasta'd into one of the many random ffxi related txt files I have lying around, but I remember a post further down where he said that the TH's were additive. So TH4 = 4%.Now, if assume TH1 is +1% like those tests conclude, does this mean that TH1+TH2+TH3+TH4 = +4%? Or does the strength of TH2, TH3, and TH4 each differ from TH1?
The loot table system with rolls for items sound somewhat unintuitive though. I guess a possibility is that the game rolls a set number of times for each monster, with each roll having 0-whatevernumber be 'player receives nothing'. So possible example:
Bumblebee's loot table is: rarab tail, insect wing, honey. So the roll numbers would be split into 4 sections - nothing > rarab tail > insect wing > honey. Maybe the game rolls 3 times for every bumblebee kill so that it's possible that a player receives a rarab tail, insect wing, and honey on the same kill. That would mean that every TH+1 would make one of these items (the 'good' one) drop 1% more often.
Does this system sound logical? If this is how the system is supposed to work, how does adding party members or alliance members change things?
I don't recall seeing a test about TH1 and TH2 effects. The test only showed the difference between TH2, TH3 and TH4 to be a 1% improvement per tier. That doesn't necessarily mean TH1 and TH2 are only 1% each, though it is possible that's what they are.
viewtopic.php?f=2&t=6072
He only tested with thief knife, and it increased both bird plume and giant feather drops by 1%. But since they are both th+1 it's safe to say they work the same.
I'm calling bs on th1&2 only being 1% each, droprate on common items seems massively enhanced compared to no th.
You've not taken into account Player vs. Mob level difference. For example: if you're exping at lowlevels you will get many more drops from mobs that are around the same level, then if you come back as Lv75 BLM and -ga3 100s of mobs at the same time.Originally Posted by Aireiya
You mean all those mobs that die unclaimed?Originally Posted by spooky
if ga3 hits a mob, you still get treasure. Easy to test too, done it several times to quadavs on the way to waughroon. Pull 1 quad, it mass links a shitload, ga3 one, flood in drops
Perhaps I should have clarified this, if you kill mobs you are many levels above; the drop-rate on all items decreases. If you don’t believe be try it for yourself.
I find this hard to believe. I'll go ahead and test this, but I'm going to say for now that this is just a myth about treasure drops. Do you really think that killing NM's at the appropriate lvl increases drop rate?Originally Posted by spooky
I was talking about normal mobs.Originally Posted by Aireiya
Also please dont forget the fix that was made to prevent trains in 2004/5.
-ga killing crawlers at Buburimu Peninsula was the reason for lowering droprates on -ga and area
effect ws kills.
So whenever you kill a mob make sure you dont finish with an area kill.
RMTs stopped immediately after that patch.
Silk farming became a pain in the ass compared to pre patch.