Actually to add onto skillchains, has anyone seen what light a deathbySC gives the group?
Actually to add onto skillchains, has anyone seen what light a deathbySC gives the group?
I'm with a group in Tahrongi killing blood bats and we're not seeing any ruby lights, we're definitely killing with weapon skills. We got azure up to drop TEs, if that has anything to do with it. Anybody seen this before?
we had the same problem in mea, @ mandies, oddly enough we had very rare chests drops too, dispite murdering mandies for 90mins, ended up 2 TE's and timing out.
sometimes it can just bug i suppose
I joined an Abyssea Tahrongi party last night that had already been exping for several hours. I was only able to stay for about an hour but it was interesting and I look forward to seeing how it compares to my linkshell's party tomorrow. My intent was to keep track of as much light/chest data as I could. I used Windower logger to keep track of everything, then stuck it into this word frequency counter to see the results (maybe someday kparser can account for lights and chests or something). For the record I don't have any of the ancient abyssites that boost exp/cruor/chest rates. I'm not sure if anyone in the party did have them but for now generally it seems like most players don't. Roughly, iirc the party setup was about 3 or 4 BLMs, 2 or 3 BLUs, then 10 or 12 various melees and support jobs. I took up a chunk of time messing around with chat filters and never really configured them to a satisfactory degree so it was definitely not ideal, but here's some of what I caught between all the chaotic spam.
Light messages total:
42 feeble azure
23 faint pearlescent
6 faint ebon lights
5 faint golden lights
4 feeble amber lights
2 faint silvery lights
104 of the mobs dropped some kind of chest
Never encountered any lights that were "mild", or "strong", or "intense". I know that isn't surprising since I don't think anyone's ever reported getting a "strong" or "intense" message. But I wanted to make sure in case one flew by in all the spam. And no other strength level of light was ever shown besides these combos. e.g. there was never any "faint azure" or "faint amber" lights.
It does seem as though most of the time pearl and ruby light kills will result in a red chest, while azure results in blue chests. However I did notice several exceptions in the small amount I was able to keep track of.
Three times an azure light did result in a red chest. One contained golden light, another contained silvery light, and a third granted amber light. (Pearl light resulted in red chest with silver light, just to confirm that both pearl/azure can produce a silver light chest.)
On two occasions a blue chest dropped from a pearl light kill, but unfortunately one failed to open and I didn't manage to see what the other granted. I also noticed that on one occasion a weaponskill kill resulted in a blue chest.
That's not much to go off of but maybe it suggests that while lights do correspond to one color/type of chest, there are also times where a "universal" or whatever chest will drop no matter the type. (red chests with lights dropping off azure for example).
Edit: If it turns out that's the case, then I have to wonder whether time extension chests could be a "universal" type or are exclusively "azure" kills only. Has anyone ever witnessed a blue time extension chest dropping from a non-azure light kill?
Anyone know which chat filter the "light" and "defeats" messages fall under? (also fuck the chest number text) Had a hell of a time figuring that out. Hopefully I can pay more attention on my run tomorrow.
Recently, we had a 90min run that yielded one TE chest. Before that, we had a 7-8hr run that yielded multiple chests and we left with 171min. The noticeable differences in alliance set up and playstyle were more azure lights during the second run (R2; 90min no chest); better geared DDs during R2; more BLMs during R2 but no THF; it took longer to engage during R2; and one COR instead of two during R2.
Looking at the vast difference between the outcomes of these runs, I'm speculating that THF's Treasure Hunter affects the drop rate of chests while azure light affects the level of the chest. Thus, it looks like the following might be the case:
Chest Rate (CR): THF + Kill speed (Obviously)
Chest Level (CL): Magic kill
XP: Melee/WS?
This still explains why it appears magic kills enhance the rate of TE (If we assume they only appear during higher levels). It also explains why groups focusing on azure light have sometimes yielded unsuccessful runs. Perhaps there is another factor I'm not accounting for, but it's something to look into using previous data on runs.
I had a run start off really slow last night, where every single TE was something that kept us around the 20-30 minute mark. However, by hour 3 every other mob was dropping chests, and we didn't have a single bit of TH between us. TH doesn't effect chest drop rates.
We Started the first 30 minutes doing nothing but focusing on azure light, at that point I had dd's go all out, and the chest started pouring in. for 20 minutes though we had no TE and I timed out, and right after 2 chest back to back were TE's. =/ Azure light kills equal more time chest for us.
Code:Experience Rates Total Experience : 66737 Number of Fights : 277 Date : 7/12/2010 Start Time : 9:03:59 PM End Time : 11:15:14 PM Party Duration : 2:11:15 Total Fight Time : 0:13:14 Avg Time/Fight : 28.43 seconds Avg Fight Length : 2.87 seconds XP/Fight : 240.93 XP/Minute : 508.45 XP/Hour : 30506.95 Experience Chains Chain Count Total XP Avg XP 0 277 66737 240.93 Highest Chain: 0 Mob Listing Mob Base XP Number Avg Fight Time Blood Bat --- 261 2.86 Blood Bat 3 1 15.64 Blood Bat 75 1 23.48 Blood Bat 305 1 7.60 Blood Bat 1250 1 0.00
didnt really feel like checking the thread to see if anyone posted. but Megamaw Mikey gave me the key item Atma of Tremors
That day is today!
http://www.filefront.com/17048251/kparser_abyssea.zip
Just put the DLL included into your kparser directory. The other stuff is the source, if you want to compile it yourself or modify it (and happen to have Visual Studio...)
Behind the scenes, it's logging when exactly each light appears, when each chest appears, and when/what color each opened/failed chest is opened/depopped. It makes a valiant effort to connect opened chests to when they appeared, but this is a best-guess. (Though since the algorithm isn't that clever, maybe it's closer to "ok-guess" than it is to best-guess.)
It's not outputting most of that, though. It just lists what chests were opened, and what chests were failed. The colors are 100% accurate as long as you only use Forbidden Keys on blue chests. The open times are also 100% accurate. The numbers after that are azure, red, pearlescent lights, as a percentage of the total number of those 3 lights. The final number is the total number of all lights you've received. Those are all for the guestimated pop time of the chest, not when it was opened/depopped.
Its open source, so if you have VS you can change the output to your hearts content. Just don't complain about how my code sucks. I know, no need to rub it in
At any rate, from my Abyssea run last night, we got 72% azure light, 23% ruby light, 5% pearl. 70% of our chests were blue, and 21% red, 9% pearl or gold or whatever it is. That's great, except the sample size is so small that that's not even inconsistent with red and blue chests being even. (The confidence interval is +- 20%)
Obviously, 1 parse isn't enough, considering we were unlucky and only lasted 2.5 hours.
But with a lot of different parties, should be enough data to say if glow colors are in fact connected to chest colors. (As long as not all of the parses have the same percentage breakdown of glows). So I guess, run your parses through my plugin, and PM me the output?
There's a number of other interesting things I could do with that stuff, like tracking the contents of chests, so we can look at chest tiers instead of their pop percentages.
Probably can make a graph plugin like the damage graph, to plot your XP/mob vs time, help visualize spikes and/or changes in the slope, maybe see if they correspond to golden glows like people are observing.
Should we start a list of which groups of mobs seem to be the most rewarding in terms of the alliance EXP?
I know I was in a party exping on Funguars in Konschtat last night that averaged 50k an hour, and went for a good... had to be near 5 hrs or so, I had to leave because it was 3 am, and they were still going.. and I left with as much time as I went in with.
So far it sounds like mandies are pretty good, bugards are good, funguar are very good... I couldn't tell exactly on the blood bat count but looked around mandy level?
Just wondering if there's enough information out there to determine if there are caps on certain mobs and you can't hit the 600 exp on every family, or if something in particular is not working on certain groups of mobs.
Is there any reason we'd be getting no Ruby light whatsoever even though spamming WS kills now?
Did azure light for first ~30min got 3 TE's and changed to WS kill and n ow 50min in still no ruby...
Just to verify and make sure I'm not misunderstanding the system as I haven't seen many details discussed about this part...
When you have one or more Atma key items, you can pick just one of them to gain benefits from for a single visit in Abyssea right? Or all? Does it cost anything to get Atma benefits?
you need to first get lunar abyssite and activate an atma with that abyssite + cruor
Has it been confirmed just how potent the Atma bonuses are?
Considering the "vivication" effects the NPCs speak of (especially that their power is halved outside Abyssea), I would hope that it's something along the lines of:
Superior: +100%
Major: +50%
Minor: +25%
/speculation