Logic of drop rate

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Chaby
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Logic of drop rate

Post by Chaby »

I have been trying to figure out the logic of drop rate. I failed =( this is how it should work, in logical way.

1. Elixirs

You have 6 protector pieces, 4 accessory pieces, 1 weapon and maybe 1 shield. It would be logical that you get most prot, then acc, then wep and then shield elixirs. I get at least one shield elixir a day, mostly 2. After that comes acc like 1 in 2 days and weapon 1 in 3 days. Protector elixir drops rarely. Why is it like that? I don't get it.

2. Tablets

I don't even know how should drop rate work for them, due to fails and assimilation. But for str and stamina drop rate being so low compared to int and magic (mp) blows.

3. Equipment

It should work like Elixirs. And it does in a way. Except I mostly never find jewelery. Can't remember when I found it last time.


4. SOX

Some people have them often, some are 80 and never had SOX drop. Don't have the slightest idea how it works or should... But there should be other ways except grinding to get SOX items. It would at least lower SOSUN farming population.


Knowledge, opinions?
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ElCapuccino
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Post by ElCapuccino »

Just luck, pure luck.

For example,
i don't have the slightest idea but i'm just saying for an example,
The drop rate for sos is 0.00000000001%.
So if you are damn lucky and get that 0.000000000001%, u will get it.
Bit if you don't you don't!
And there is no such thing as a logical count, just pure luck.
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Razzmatazz
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Post by Razzmatazz »

LOL wear blue equipment with lucky on them
since lucky on blue weapons, armors etc, dont do crap on alchemy
maybe thats what lucky stat is used for

WOMG i have a lucky 6times, maybe it gives you a 6x drop rate :D
wear 100 times lucky gear for more luck to luck luck luck your luck's luck :banghead:
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[SD]Twysta
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Post by [SD]Twysta »

Hmm about the elixirs.

I get ~1 weapon elixir a day.. sometimes 2, sometimes none.

( at this very moment i lost in my poker tourney, lol )

I think its totally random.
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Post by imporkchop »

randomness
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Post by TheRealAnswer1 »

Razzmatazz wrote:LOL wear blue equipment with lucky on them
since lucky on blue weapons, armors etc, dont do crap on alchemy
maybe thats what lucky stat is used for

WOMG i have a lucky 6times, maybe it gives you a 6x drop rate :D
wear 100 times lucky gear for more luck to luck luck luck your luck's luck :banghead:

Lol I used to think that when I was a nub :roll:
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Post by Exodious »

Razzmatazz wrote:LOL wear blue equipment with lucky on them
since lucky on blue weapons, armors etc, dont do crap on alchemy
maybe thats what lucky stat is used for

WOMG i have a lucky 6times, maybe it gives you a 6x drop rate :D
wear 100 times lucky gear for more luck to luck luck luck your luck's luck :banghead:


LMAO! i used to do the same thing wen i was a lowbie wenever i find something with lucky X id wear it thinking that it would make me get luckier in getting good drops lol until my day was shattered wen i found out that it was for alchemy :banghead:
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DarkLaw
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Post by DarkLaw »

i think that it works (which would explain no pattern for each person) is that its golbally done, not person but for all the people playing on the server. hence when looking limited range(in this case one person) there seems to be no logic in it.

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PsYch008
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Post by PsYch008 »

Exodious wrote:
Razzmatazz wrote:LOL wear blue equipment with lucky on them
since lucky on blue weapons, armors etc, dont do crap on alchemy
maybe thats what lucky stat is used for

WOMG i have a lucky 6times, maybe it gives you a 6x drop rate :D
wear 100 times lucky gear for more luck to luck luck luck your luck's luck :banghead:


LMAO! i used to do the same thing wen i was a lowbie wenever i find something with lucky X id wear it thinking that it would make me get luckier in getting good drops lol until my day was shattered wen i found out that it was for alchemy :banghead:


im pretty sure thats what everyone thought, none of you guys are special.

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Post by Fracture »

DarkLaw wrote:i think that it works (which would explain no pattern for each person) is that its golbally done, not person but for all the people playing on the server. hence when looking limited range(in this case one person) there seems to be no logic in it.


Make a simple PHP file using the random function.
echo rand(1, 1000);

See how often you get '1000', being the SoS. Some people will get it quickly, others will take ages.
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DarkLaw
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Post by DarkLaw »

Fracture wrote:
DarkLaw wrote:i think that it works (which would explain no pattern for each person) is that its golbally done, not person but for all the people playing on the server. hence when looking limited range(in this case one person) there seems to be no logic in it.


Make a simple PHP file using the random function.
echo rand(1, 1000);

See how often you get '1000', being the SoS. Some people will get it quickly, others will take ages.


yea i was messing about with random in Pascal when i replied to this post :wink:

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Post by desolator144 »

if they drop stuff in accordance to the demand (tons of people want stronger weapons and there are a lot of protectors) then the price for all elixers would be the same, and everyone would have upgraded stuff. I just spent about 400k putting all my jewelry to +3 and a couple million putting like 2 of my protectors to +3. I didn't want to spend much more on the rest so I left them at +1 and stuff. if protectors elixers dropped in accordance to the demand, they'd be 30k each and everyone would have all their clothes be +3 or more so upgrading would basically be mandatory if you don't want to be at a disadvantage. Same with int tablets. I spent about 100 million alone using 200 int stones putting +4 int on all my gear. If int tabs dropped 10x more often because people want them 10x as often, the stones would be like 200k each and everyone would have beefed up int and it wouldn't be fair (yes, me being stronger than everyone because I'm rich IS my definition of fair lol)
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Post by NuclearSilo »

What is a LUCK? Have u ever wondered how code a luck, a chance in a game?
Actually, luck and chance are all refer to a RATE. U are not going to code a rate using function random(), because it's very ridiculous; but each rate have a specific formula.
Let's take some examples in Ragnarok (i dont know for SRO):

- Monster A : 0.1% spear, 0.2% jewel....
So the spear's drop rate will be coded like this : (number of mob kill) * 0.1
Whenever it reach 100, there will be a drop, and it's 100% sure that u'll have that drop. But note that it's a share rate, means that if someone else kill the same mob and kill the last mob of 100, will receive the item.

- Critical :(number of hits) * (critical rate)

In SRO, it may work in the same way
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Look, it's only shield 18 br + 6% passive, but why i have 5 blocks in a row? Because block is something related to time : at a specific interval of time, u'll have block, no matter how many hits u receive (the function rand() has nothing to do in this case).

Critical work the same way, it follows the pattern of time and attack speed. For nomal shot, a crit 8 weapon will give 1 critical each 14~16 hits. How to calculate it? 125/8~15 (work on normal shot only, maybe because each shot takes 1s)

Alchemy follows the pattern of time and some other things. And i know how to make something +3 with 90% success :P (10% fail is because of miscount the time)
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Post by Pan_Raider(`_´) »

Would be cool if there was some item that raises the drop rate :wink:
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desolator144
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Post by desolator144 »

Alchemy follows the pattern of time and some other things. And i know how to make something +3 with 90% success (10% fail is because of miscount the time)

lol you're quote funny. The Random function in ANY language is based on the milliseconds of the clock. Since the game is in fact underneath the hood turn based, they were all attacking at the exact same time, within less than a millisecond because it ran all those lines of code for calculating the hit right after each other. Your processor should be able to do all that in under a millisecond so they use the same seed value (the value from the clock used to make a random number) Of course, the seed value is put through a complex equation which of course leads to the conclusion that either:
1. you're magically psychic and can predict and click the mouse within the correct millisecond that the equation will result in a number that makes the alchemy work or...
2. you can + the item multiple times in under a millisecond.
And before you say "oh I just pull my ethernet cable, do the alchemy, then reconnect and the server calculates them all within a millisecond," alchemy doesn't complete and let you do another one until it gets the result back from the server
So yeah, stop lying
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Post by zZh4ku »

http://img163.imageshack.us/img163/5756 ... tz7ry3.jpg

LOL is this possible? i think its haxored

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Post by NuclearSilo »

desolator144 wrote:
Alchemy follows the pattern of time and some other things. And i know how to make something +3 with 90% success (10% fail is because of miscount the time)

lol you're quote funny. The Random function in ANY language is based on the milliseconds of the clock. Since the game is in fact underneath the hood turn based, they were all attacking at the exact same time, within less than a millisecond because it ran all those lines of code for calculating the hit right after each other. Your processor should be able to do all that in under a millisecond so they use the same seed value (the value from the clock used to make a random number) Of course, the seed value is put through a complex equation which of course leads to the conclusion that either:
1. you're magically psychic and can predict and click the mouse within the correct millisecond that the equation will result in a number that makes the alchemy work or...
2. you can + the item multiple times in under a millisecond.
And before you say "oh I just pull my ethernet cable, do the alchemy, then reconnect and the server calculates them all within a millisecond," alchemy doesn't complete and let you do another one until it gets the result back from the server
So yeah, stop lying

IM NOT LYING. Maybe u're right ---> i can predict things

Edit: maybe with that kind of thinking, u'll never know how to +9 an item without astral and luck stone. So what does LUCK mean to u?
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Post by Nodame »

zZh4ku wrote:http://img163.imageshack.us/img163/5756/ohyeahip5tz7ry3.jpg

LOL is this possible? i think its haxored


lol.
pretty sure it is (referring to haxored)

i wouldn't mind a lvl 1+79 weapon tho :D
Last edited by Nodame on Thu Mar 29, 2007 5:27 pm, edited 1 time in total.

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Post by crazy_foo »

Razzmatazz wrote:LOL wear blue equipment with lucky on them
since lucky on blue weapons, armors etc, dont do crap on alchemy
maybe thats what lucky stat is used for

WOMG i have a lucky 6times, maybe it gives you a 6x drop rate :D
wear 100 times lucky gear for more luck to luck luck luck your luck's luck :banghead:


I don't think lucky on gear helps with drop rate :wink:

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Post by zZh4ku »

Nodame wrote:
zZh4ku wrote:http://img163.imageshack.us/img163/5756/ohyeahip5tz7ry3.jpg

LOL is this possible? i think its haxored


lol.
pretty sure it is (referring to haxored)

i wouldn't mind a lvl 1+79 weapon tho :D


he is pretty wealthy too LOL

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Post by Stephanus »

Silo is right, at least partly.

Coz every time im near to some1, i got more drops. I think, droprate is like

(kills in area)*(players)*(0,00000....)% or somthing like this.
AND.
There is sox drops. Now thats a mistery for me.
Thats all.
Well, looking at GD, i cant say anything but i had to show how is it there.
viewtopic.php?f=2&t=103978
Also, trolls in action:)
viewtopic.php?f=72&t=83961&start=0&st=0&sk=t&sd=a
Enjoy.

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Post by Nodame »

zZh4ku wrote:
Nodame wrote:
zZh4ku wrote:http://img163.imageshack.us/img163/5756/ohyeahip5tz7ry3.jpg

LOL is this possible? i think its haxored


lol.
pretty sure it is (referring to haxored)

i wouldn't mind a lvl 1+79 weapon tho :D


he is pretty wealthy too LOL


lol. i didn't even look at that part
and all the shiny in his inventory WOW.
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Post by AllEyezOnMe »

zZh4ku wrote:http://img163.imageshack.us/img163/5756/ohyeahip5tz7ry3.jpg

LOL is this possible? i think its haxored


Not only does it look photoshopped, but you put "Critical" in the wrong place.

And the name is wrong AND the color of the name is wrong. :roll:
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Post by zZh4ku »

i didnt make it.
i didnt notice that its a spear even though it says weapon type glavie
there is no stall name which is....
attack rating attack distance crit are not on the line with phy and mag

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Post by mushrooms »

I think the tablets perhaps depend on the monster.

When I was grinding on the Sonars, I would get like 3 or 4 Str tablets everyday. Now that I moved onto the Edimmus, I've gotten only 1 in like a week of being there.
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Post by Nodame »

they probably do a survey of which stones actually get made/used and then calculate it into the drop rate.

obviously the reciprocal of how many used tho =\

oh and
regarding the clothing vs jewellery

i think it's just because there are so many MORE different types of clothing than there are of different jewels..

so if it's picking a random item from there... the jewellery would definitely be lowest
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Post by disturbed666 »

zZh4ku wrote:http://img163.imageshack.us/img163/5756/ohyeahip5tz7ry3.jpg

LOL is this possible? i think its haxored


i would shoot someone for that :shock:
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Post by vertigos »

i havent gotten an item drop more than a week :x elixirs and dam shitty tablets

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Post by PureOwnage »

Unless the shield is ccfed like PomPomTheIce's shield is lol he blocked almost everything that 5+ players were throwing @ him when he was murderer and we were trying to kill him. SO ya it is a random() function I am positive of it. But as far as luck on weaps and stuff goes. I think when you make a char it rolls a luck factor into your character, kinda like a few other mmorpgs I have played, if when you make a char it rolls high luck then you will have better luck with equipment, alchemy and whatnot (just speculation on that) but ya as far as an equation goes it is so a random() function. C++ FTW!
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Post by iSteal »

I believe its all false. Drops are always random.
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