I don't post often here at BG, so bear with me. Takes at least a lil guts posting this because I don't know what's "Bg-worthy" and not bg-worthy. But I think its due time I posted what I've slowly been working on for the last two months. Note to public--I post WoT's (sorry).
In any case, after seeing a lot of discussion following SE's recent TH commentaries in the fall, I decided to tackle a few of the remaining issues regarding TH, those that didn't seem to have a clear consensus or answer.
I wanted to come to a conclusion on the following topics:
-Is TH cumulative? ; That is, does 2+ thf in different parties in an alliance(s) = improved drop-rate.
-Does the party with the thief need to get the kill?
-If the thief performs an action on the mob which generates enmity, then leaves alliance, does TH remain?
-If the thief "stickies" the mob with TH2+2, can they safely melee in no TH+ gear for the remainder of the fight, with the TH2+2 effect still remaining upon mob death?
I bolded those first two, because those are the issues I chose to first address. I haven't yet tackled the other issues and I don't know if I ever will have time to. I imagine the answer to the last question might be confidently inferred if the answer to the 3rd is found. In any case--is TH cumulative? Does the PT with TH inside it need the killshot?
You can find a detailed explanation of how I conducted this test, etc, at the lolLivejournal I made just for this kind of stuff. For here, I'll keep it short:
*Target mob: Death Jacket in Yuhtunga
*Can drop 4 different items, but only one of each kind per kill
*There were three phases to the test. All phases consisted in an alliance of 2x 1-person parties.
Phase 1: TH2+TH0 (TH2 PT Killshot)
Phase 2: TH2+TH0 (TH0 PT Killshot)
Phase 3: TH2x2
*Both players hit the mob at least once.
*The samples all took place in a single moon phase.
*There was no control for Day or other potential voodoo-nonsense type stuff.
*Roughly 900 mobs served as the total sample-size for this test.
The following image shows total drop-rate difference between having one thief in the alliance and two thieves.
http://img.photobucket.com/albums/v7...1812-151-7.jpg
The next image shows the drop-rate differences among the three different test phases mentioned earlier.
http://img.photobucket.com/albums/v7...1812-151-7.jpg
This next image shows the "drop-event" differences. For this test, I defined a drop-event as the status of the number of drops in the treasure pool at death, ie. no drops, 1 drop, 2 drops, etc.
http://img.photobucket.com/albums/v7...1812-151-7.jpg
The following is an example of increased precision resulting from greater sample sizes.
This drop-rates in this graph were derived from a total of roughly 430 kills.
http://img.photobucket.com/albums/v7...pRatesx500.jpg
The drop-rates in this graph were derived from a total of roughly 900 kills.
http://img.photobucket.com/albums/v7...-151-7x500.jpg
Alright, so enough of graphs. I think they illustrate things quite nicely though. Is around 900 total mobs killed enough for this kind of test? I think so, but I'm no expert in statistics, so I don't know how to calculate my margin of error. It seems pretty clear to me though--if there is some sort of cumulative effect for TH--that is, if stacking more thieves in different parties within an alliance were to increase drops, then it's low enough to not be picked up in a controlled sample of this size. If such a cumulative effect did exist, it would be such a low bonus as to not be worth considering. Or, it could be the case, as I think, that there is no such cumulative effect. The same can be said for the results regarding which party got the killshot (the party with TH or the party without TH). Thus..
What I conclude -
1.Putting a thief in every party does not improve drop rates, so long as one thief performs an action on the target mob which produces enmity.
2.Further, the party with the thief in it does not need to get the killshot in order for TH to activate.
The drop-rates I experienced were lower when the party with TH got the kill. Even lower when a 2nd thief was added to the alliance. This obviously should not be taken to mean that "omg TH has a negative effect on drops!", but the result is simply the artifact of the sample size not being large enough to make the rates completely equal. It's been months since I started this, and I went out and performed multiple samples. I'm fairly confident that with a large enough sample sizes, the drop-rates would be completely equal.
I think that's about all I'll post on this in the OP. It's a mouthful anyway. There's more information in the livejournal, as well as further data, including raw data in excel documents that I posted. You can also find even stronger TH research than this, regarding answers to all the aforementioned questions, here.
Surely there are people here with enough knowledge in statistics to help me find margin of error. Given a certain hypothetical potency assigned for how cumulative TH might improve drop-rates, I'm interested in knowing my margin of error for said hypothetical potency.
Please, questions/comments/criticism. I'm all ears.
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