NO vip no sovs just 3-4 20 pots a life depending on weekend bonuses
almost done 3x racials 3 forged left should hit 60 reaper points not great but not bad
Its doable 100k rxp r3 avg streaking a life
NO vip no sovs just 3-4 20 pots a life depending on weekend bonuses
almost done 3x racials 3 forged left should hit 60 reaper points not great but not bad
Its doable 100k rxp r3 avg streaking a life
Damonz Cannith
I think that "never before" is either wishful thinking or simply overlooking a lot of actual history. Companions is just one example where for years you could gamble your TP on a 'basket' want a random pet in it. If you wanted a particular one you could spend a lot of TP trying for it:
You've got a 5% chance!Creature Companion Mystery Basket
Open this basket and find a new tressym or other companion!
Using this basket in game will grant you one new companion certificate, randomly selected from six possible pets, all exclusive to this basket. Will your basket contain the super rare pseudodragon? You've got a 5% chance! If not, you'll still get an exclusive new tressym companion. The certificates from this basket each allow you to form a permanent bond with a new companion. Companions follow you around, can learn tricks, and can be given cosmetic gear to wear. The companions that come from this basket each have four tricks already trained. Certificates from this basket are auctionable and tradable.
There's a Random Collectables Crate:
Any of the stacks can be rare!Contains at least three stacks of random collectables, with chances for rares!
A crate containing a random selection of collectables. Each crate contains at least three stacks of collectables, one of which is guaranteed to be at least uncommon in rarity. Any of the stacks can be rare! One crate.
There is really nothing new going on here.
But the Gold Roll has always been an incentive (part of, sure, but still an incentive) to buy a VIP sub. And that came with an XP stone every week, and on every server.
There is really nothing new going on here.
I'd love to see your source for that information.
Wait... Didn't you just state like you knew it for a fact that more people grind than buy? I mean, I quoted you saying that just above.
Because those numbers are not even close. Both the ingame experience running tens or hundreds of those or drop rates from game files posted on the "evil forums" by Rodrak - the guy that got banned for that.
Raids and quests droprates in single digits. Tweaking tome and other store items droprates since Motu. Shard of Eross 1/6666 EE ADQ chests. Stuff like that.
All credit goes to Rodrak.
Example : Deathwyrm 4/2/1% EE/EH/EN for named item at release.
Mark of Death 10/5/2% EE/EH/EN at release
- Fire on Thunder Peak (EE/EH/EN):
100% 4d4+10 dwarven ingots (same/same)
100% 5d6+7 fire dragon scales (3d6+5/1d6+2)
100% 1 fire dragon phlogiston (80%/60%)
4% items subtable (2%/1%)
3% augments subtable (2%/1%)
(items and augments are in the same roll, so no both)
Augments subtable (same as used in HH etc.)
1% meteoric star ruby
17% ruby eye of the inferno
17% ruby eye of the glacier
17% ruby eye of erosion
16% ruby eye of the tempest
16% ruby eye of righteousness
16% ruby eye of force
Items subtable (all diffs are same):
28% dethek runestone
28% dragon masque
28% ward token
6% meridian fragment
10% tomes subtable
Tomes subtable is the same as in necro raid ie. +5 to +6 or +6 only on EE, while lower tomes with a chance for tomes of fate on EH and EN.
- Temple of the Deathwyrm
Here I see at least 2 chest types, prolly 1 is end chest (with phlogiston) and 1 is for side/optional chests (shadow scales inside):
End chest:
100% 4d4+10 dwarven ingots (same/same)
100% 5d6+7 shadow scales (3d6+5/1d6+2)
100% 1 shadow dragon phlogiston (80%/60%)
4% items subtable (2%/1%)
3% augments subtable (same as above) (2%/1%)
Items subtable:
30% dumathoin's bracers
30% dark diversion
30% battlerager's harness
10% tome subtable (same as in necro and above raid)
Side chest(s):
100% 1d4+2 dwarven ingots (same/same)
5% 2d6+7 shadow dragon scales (1d6+5/1d3+2)
EE version:
10% for a raid item subtable
3d3+18 masterwork tapestry shreds
EH is 5% and 3d3+6, EN is 2% and 3d2+3.
Item subtable:
EN,EH,EE: 10% per item, 10% for tome subtable
Tome subtable:
EE: 40% for Tome subtable2
EH: 40% for Tome subtable2
EN: 50% for Tome subtable2 (yup, actually higher)
Tome subtable2:
EE: 50% for a +5 to +6 stat tome, 50% for a +6 stat tome
EH: 95% for a +5 stat tome, 4% for +2 fate tome, 1% for +3 fate tome
EN: same as EH
Shahang (hjealme), Wipekin (kotc), Nezhat (barbie) Ghallanda/Devourer
Not going to comment on the particulars of now-defunct drop rates, but: In Update 34, the same pass that added Mythic and Reaper Bonuses to named loot game-wide also brought several content packs in line with the 10%/16%/33% standard we mentioned earlier. This includes both of the Thunderholme raids and the Mark of Death. I do not know why the U34 Release Notes did not mention that drop rates had been raised (I believe any cases where named item drop rates changed in that pass, they went up). At some point in the near future, I will try and assemble a list of content packs affected by that pass.
Last edited by Steelstar; 05-05-2018 at 06:48 AM. Reason: *34, not 24. Need coffee. Getting coffee.
We don't only build for the builds that exist.
We don't only build for the builds that are good right now.
The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.
Honestly, the amount of times where "oh wait, we did this but it was never mentioned but Im bringing it up at a convenient time on the forum" this happened is why I, personally, dont trust a single thing ssg says.
If you want credibility, then earn it. I know you dont care about my personal opinion, which is fine, but I know Im not alone in thinking this (see reply above yours for instance).
Just like the tomes drop rates thing. Ssg still states, clearly, that they did not touch those drop rates when its obvious that they did, to everyone.
Or the Mythic and Reaper bonus drop rates. Why were reaper bonus not mentioned in the posted drop rates? What are their chances?
For me personally im perfectly fine with NOT knowing Exactly ingame droprates. I feel that it is funnier not mathematically
Be able to calc If it is better do 4 elite ones or 3 r2 ones in same time for max chanse get item x.
I lose some of my immersion that i am in a fantasy world If all i think of is statistical droprates. (And im a math teacher)
So plz know ssg that there are players of your lovely game not ”demanding” that all secrets is rewealed. And prefeer have roughly estimates of them by playing the game.
Just my opinion ofcourse. :-)
I would argue this become needed, if they introduce an item that affect named loot drops, then the moral thing to do IS to release the drop rate of the majority of content, so that people know exactly where they stand if they get their hand on the boost pot and want to try it out.
I want to know when in one instance my boost would go from say 1% to 11%, and when it goes from 33% to 43% in another. keeping things nebulous was all fine and dandy until they introduced these named loot boost. Just to be clear I am fine with those potion as daily dice rolls rewards, and not if they ever appear in store. but while they around I insist that people know exactly the effects for this or that item.a % boost on an unknown x value it far from okay.
edit: and I am very appreciative that the devs at least gave us a general rule of thumb for recent updates values, but atm its insufficient consideing this new boost item, and looking forward to devs dropping more numbers
Last edited by Gabrael; 05-05-2018 at 12:23 PM.
I come from the west. Through countries, peoples, and cities - to this place: STORMREACH.
My duty: Guardian. To mend and defend. To defend my newfound friends, their hopes, and dreams. To defend them from their enemies.
For me the math is comforting. I am not normally willing to farm for items that have a low drop rate but the one item that was worth the time (the blade of Jack Jibbers) was worth it partially because I had been told it had a 3% drop rate. That meant that if I ran it every day for a month I should get a blade and even if my luck were poor I ought to be able to get one within 3 months (6 months at the latest). So I found a time when I wasn't much in the mood to play DDO and rather than just logging in, doing my daily dice, and leaving, I instead logged in, did my dice, ran TTT on EH and then logged out. It took 30-something days for me to get my blade. Knowing the math made it much easier to endure the drudgery of farming it. Had I not been aware of the math it would have been far easier to assume I was just wasting my time and it was never going to drop.