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Thread: Treasure Hunter specifics     submit to reddit submit to twitter

  1. #61
    Old Merits
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    @Masamune I don't think your model is the current working model. I do however sort of agree in that TH does fluctuate on mob/items.

    More along the lines that TH % increase per item is not static across the entire board. Like some items that are 1% drop increase to 4% drop after TH4, but items that are at 25-30% drop can increase to 50-75% drop.

    Using my frame of reference, soloing Ugg Pendent NM my estimated droprate without any TH is maybe around 25%? (just eyeballing) But with some form of TH, it seems to be a good 50%+

    Maybe certain items are tier'd to be affected by TH ?

  2. #62
    Masamune
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    Quote Originally Posted by Enygma55 View Post
    @Masamune I don't think your model is the current working model. I do however sort of agree in that TH does fluctuate on mob/items.
    Yes that's what i meant, it's full assumptions, not BS tho since it's based on observations (eyeballed though since so hard to rigorously parse that...)

    More along the lines that TH % increase per item is not static across the entire board. Like some items that are 1% drop increase to 4% drop after TH4, but items that are at 25-30% drop can increase to 50-75% drop.
    There im not sure to understand correctly. In my opinion, THx when {Landed=TRUE} and {THPotency<>0}, Then {Add x more slot(s) to treasure pool}. But that doesnot mean at all a direct drop% increase for a given item , indirectly yes it adds more drop% to a given item total droprate, through another "roll(s)".

    Maybe certain items are tier'd to be affected by TH ?
    yes indeed i noticed same thing, mostly when comparing (eyeballing still) between my thf75(TH3) and some random THFs lvl50-70 @ Davoi. Also i read somewhere in this same forum some dude who made a test with his THF75 duo with a SMN75 friend @ Crawler's Nest on lizzies, parsing hides droprates. Both those situations led me to same conclusion as yu : some tier-ing influenced somehow by level difference and # of poeple in PT.

  3. #63
    Groinlonger
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    I did some testing on TH back in the days. Not enough to conclusively say how it functions, but enough to say that whatever Masamune is presenting is not even close. Hopefully it's still sitting around on my google docs.

  4. #64
    Groinlonger
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    Ok, I found some of my old data. Granted, this is by nooooo means a complete model, drops and Treasure Hunter works something like the following. Some of you may probably know this from intuition.

    Treasure on a mob cames from a table, called a loot pool.
    There are more than one loot pools on some mobs.
    There are some general rules of thumb regarding how drops are placed in the loot pools (Abjurations grouped together, crafting items grouped together, etc., but there are always exceptions.
    There are different types of rules that govern each pool. Defending Ring/Pixie Earring are good examples of one type of loot pool. Abjurations are another common type of loot pool. Crystals are in their own pool as well, as are crafting items.

    Now, I can't say how Treasure Hunter affects every pool, but I have a pretty good idea how Treasure Hunter seems to affect the crafting item loot pool.

    There is a base percentage for a that pool dropping or not dropping. This means that, regardless of how many crafting items a mob can drop, the chances of getting 1 or more of them are the same. I guess one way to look at it is you have a set chance of getting no crafting drops.

    Treasure Hunter I increases this rate by 50%.
    Treasure Hunter II increases this rate by 100%.

    Thus if a mob dropped any number/type of crafting items 33% of the time, Treasure Hunter I would bump that up to around 50% and Treasure Hunter II would put it at 66%.

    I'm not very sure how Treasure Hunter +1 works. It looks like it could have either been simply +1% to adjusted pool drop rate (so 67% for TH2+1 and 68% for TH2+2.) There was also some evidence that Treasure Hunter +1 increased the chances of multiple drops, or that it made the uncommon items more common (increasing the chances of items dropping when the pool dropped.)

    As far as how it's applied. Well, it seemed pretty even regardless of whether or not the THF did a lot of damage or whether they did a little. The whole hate theory is totally bogus... it's just placebo effect. I can't really answer many of the questions the original poster leveraged because that would require a lot of testing to do and for very little gain. Just put your best TH weapons on, hit the mob, and go back to whatever you do for damage lol.

  5. #65
    Masamune
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    Quote Originally Posted by Mojo
    As far as how it's applied. Well, it seemed pretty even regardless of whether or not the THF did a lot of damage or whether they did a little. The whole hate theory is totally bogus... it's just placebo effect
    We posted our experienced situations who led us to post here the possible influence of Level Difference and Hate on w/e base droprateS a mob may have (for each "pool" to use your model which totally makes sense).
    Then please post also what led you to say such influences are just "bogus" or "placebo" ?
    If by chance you have such example(s), please make sure to explain how your experienced situations takes level difference AND hate out of the equation.

  6. #66
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    hate lv and party alliance number in general is a bad way to code a game for item drops. Its just too troublesome and complicated. Its pretty rediculous to think that hate has any indication on drop situation since some mobs can be soloed and the drop rate is just reallllllly bad. ( stuff like thf knife NM pre-nerf).

    Its stupid in general to think the coding of the game penalizes people for inviting more to help kill. This is just my opinion if I was a coder. Its easier to just go droprate = 33%, If Th2 present droprate x 2. If Th3 droprate = x3.

  7. #67
    Groinlonger
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    Treasure Hunter Data Spreadsheet

    There's some data I lost, although there is still enough to make some general conclusions. Treasure Hunter I increasing the pool base drop rate by 50% and Treasure Hunter II increasing it by 100% is evident across all samples. The Dhalmel test is significantly insightful because of the large loot table. The number of drops per kill increased at a much higher rate than +50% and +100%, but the chance of getting any drop followed the 50% 100% rule. The sample sizes at TH0 and TH2 were 1000 and 700, and the drops per kill went from 0.25 to 0.81. It's significant enough to say that Treasure Hunter I and II can probably also increase the rate of double/triple/etc. drops on a mob in addition to the base drop rate increase.

    Either way, Square Enix has stated that Treasure Hunter is not affect by anything else other than Treasure Hunter items and job traits, yet there are always people like you who will try and incorporate their own luck into situations to draw correlations that don't exist. Like the above poster said, follow occam's razor. They're not going to make some elaborately complicated system if it's unwarranted (especially considering how much the hate system has changed over time, it wouldn't make any sense.) You're also basing your conclusions on Euvhi Organ drops. They have an extremely low drop rate and if you know ANYTHING about statistics, you'd know that means that there would be a lot of room for variance because of that. Unless you're willing to support your claims with some kind of evidence (like I have), then your theories are bogus and placebo.

    Anyways, if someone wanted to comple that spreadsheet (was aiming for 1000 kills for TH0, TH1, TH2, TH2+1, and TH2+2 on all of those mobs) it would be awesome. Even just finishing off the dhalmels would be incredibly insightful.

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