MAJOR EDIT:

I created a new post that revises my theory if anyone is interested.

http://ami.calcobrena.com/2008/09/ff...56-debate.html

It's still the basic principal, the main difference is that I had to revise my theory of Treasure Hunter bonuses because I don't believe they'll be as generous as other Final Fantasy titles that use this ability that we HAVE dissected. Below is an excerpt from my latest blog entry regarding the issue.

The revised idea basically supports the concept that Treasure Hunter is likely more dynamic than simply doubling the original base value into a factorable result. This makes much more sense as it would be hard to customize FFXI's economy with my previously suggested linear design. Besides there's no reason why the values for n/256 can't give n any value they want.

To give an idea of how much more flexible this is as compared to a base 10 path of raw percentages, this method allows a difference as small as .390625% which is a little less than just 2/5 of a percentage point. A complex flat base 10 system wouldn't be as flexible. The n/256 model is also ideal for 32 bit computing as it allows the computation to be completed in a single basic clock cycle. Even today, because 32 bit computing is still the mainstream, SE is still releasing titles (that we can dissect since all the data is client side), using the n/256 mechanics. Older SE titles that were restricted to 8 bit and 16 bit computing utilized n/64 and n/128 mechanics to complete their computations for generating random results in a single clock cycle.

"Final Fantasy II" (IV in Japan), "Final Fantasy III" (VI in Japan) and ChronoTrigger all used n/128, and the 8 bit Nintendo version used the n/64. All 32 bit SE titles have used n/256 so there' s no reason to assume FFXI is different and it would explain alot of our frustration with trying to apply a raw base 10 system of percentages to the whacky mystery of FFXI drop rates and Treasure Hunter bonuses.

Anyways check out my blog post and you'll see what kind of information is needed to help us deduce an accurate formula for Treasure Hunter bonuses.

EXCERPT:

In my system of n/256, n is equal to x+x(a+b+cy). This formula follows the idea that Treasure Hunter (a), Treasure Hunter II (b), and Treasure Hunter +1" (c) have specific multipliers. However, it's possible that these values are actually fixed values and the formula is more simply n=x+a+b+cy. For clarity, x is the original number drop rate value, and y is how many pieces of equipment with "Treasure Hunter +1" are equipped. The first equation simply makes Treasure Hunter more dynamic than having a fixed value for each bonus.