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#1 (permalink) |
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Incest Survivor
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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. Last edited by Gaea; 09-20-2008 at 05:05 PM. |
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#2 (permalink) |
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Incest Survivor
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If you look at my blog, this is one of the many paragraphs. Haha, I'm sure I could have broken it down more but I wanted to kinda stay on topic without trailing off. I think what I really need to do is just break out MSPaint and simply I illustrate my model as most of today's youth seem to have an affinity for such a thing. I have a feeling my wall of text isn't going to get a lot of affection. Perhaps I'll even create a pop-up book for the stoners ^^ hehe
Right now, my theory is in its infancy and I don't want to go through all that work in breaking it down even further until I see I see how the community responds to it. I guess at the moment all I can do is apologize and hope that it will at least be analyzed. Last edited by Gaea; 09-19-2008 at 05:45 PM. |
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#5 (permalink) | |
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Melee Summoner
Join Date: Jul 2008
Posts: 41
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Quote:
That and the fact that you have the name for TH4 wrong, makes me skip down your entire post. |
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#6 (permalink) |
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Incest Survivor
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I know, I know, it's so horrible I still haven't fully proofread it, haha. But if you could try to read a little into it you might want to actually finish it
Also, I'm not trying to have the name "wrong" I'm trying to explain it through a different perspective. For example at one possibility for this model you have actual "Treasure Hunter +4" meaning that 4 is added to the ratio of any rarity's given base value. A base value of 1/64 (1.5625%) would become 5/64 (7.8125%). Or in the other possibility that That Treasure Hunter II is applied separately after Treasure Hunter I, then you'd have "Treasure Hunter 4" boost the drop rate from 1/64 (1.5625%) to 3/16 (18.75%) The good news is, such a difference would be easy to test if we determined an item's drop rate to be 1/64 without treasure hunter. Last edited by Gaea; 09-19-2008 at 06:05 PM. |
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#8 (permalink) | |
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IMPERIAL CONCUBINE OF ME
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#9 (permalink) |
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Join Date: Mar 2006
Location: Austin, Texas
Posts: 1,520
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__________________
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#10 (permalink) | |
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New Merits
Join Date: Aug 2005
Location: NL
Posts: 223
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#13 (permalink) |
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Incest Survivor
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Ok, before my thread is completely derailed, here's an illustraton. (See attached Image)
In the first formula, it assumes that all Treasure Hunter bonuses equally alter the original drop ratio. Let's say we have an item with the highest possible rarity of 1/256. In the first formula, if you had the maximum possible number of treasure hunter bonuses (TH+4) you would get 1+4/256 or 5/256 which is a maximum possible drop rate percentage of 1.953125% for the rarest drops in the game. The second formula illustrates the possibility that Treasure Hunter II is applied to the ratio that is calculated after Treasure Hunter I, thus giving us a maximum possible drop rate for the rarest possible value as 3/64 or 4.6875%. The difference between the two formulas would be decided simply by figuring out when Treasure Hunter II is applied. This would give us an exact formula for discerning an item's drop rate. All we'd have to do is figure out if it's base drop rate is 1/256, 1/128, 1/64, 1/32, 1/16, 1/8, 1/4 or 1/2. The base drop rate would be its drop rate without any treasure hunter. So, if an item has a "6.25%" base drop rate (1/16) then it would have a maximum possible drop rate of 31.25% with the first formula and 75% with the second formula. That means we could easily define which formula is correct by applying it to more common items. The point also is that I'm sure you noticed how nothing likes to drop even with common items without any Treasure Hunter and then suddenly drops pour in even with something as basic as Treasure Hunter 1. That's because on more common items, the doubling affect is much more obvious. With Treasure Hunter II or "3" or "4" applied to common items, it almost seems like they drop "most of the time". The point is, I don't think that drop rates are given raw percentages. I think they are assigned base 2 rarity values as they've been governed by in past FF games. Even the original Final Fantasy with its "1/64 chance" of encountering Warmech was a slave to this machine. After analyzing other games including other FF games that also utilize Treasure Hunter, I've drawn these conclusions. Because FFXI is server side, it's been difficult for us to understand how Treasure Hunter and drop rates work and why they seem so random. On client side games, we can analyze the mechanics much closer and all I'm doing is applying proven facts and simple science to the mystery that is FFXI. We don't have access to their server software and we can't look at what that software puts in memory and uses to determine variables, but we can analyze basic programming concepts, client side FF games, and other games that utilize similar systems to draw up a realistic theory and test a realistic model. That's all I'm trying to do, and I'm just trying to make a connection that we've been unable to make for so many years. Last edited by Gaea; 09-19-2008 at 07:52 PM. |
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#14 (permalink) |
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Incest Survivor
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i'm still working on that part quannum. I want to use a treasure hunterless job to try to define the base rarity of a common drop and see if i can sort out which formula is actually correct. Then I want to start giving examples with items and the correct formula for people to test for themselves.
From there, once we have the correct formula, we can start seeking out the base value of more rare items such as those with base rarities all of 1/64, 1/128, and as high as 1/256. |
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#15 (permalink) | |
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Cerberus
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I will give the rest of your ideas a read, but hmm, needs more formatting to make it palatable...
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#16 (permalink) |
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CoP Dynamis
Join Date: Dec 2006
Location: California
Posts: 257
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If it jumps from 50% to 100% how does this explain stuff like Sewer Syrup dropping the ring only about 90-95% of the time <_<? The specific behaviors of that NM's drop has always kind of stuck out to me.
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#17 (permalink) |
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Melee Summoner
Join Date: Sep 2008
Posts: 13
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TH2+2=Just another reason for your LS to yell at you about "Broken" THFs.
If you want to make some head way, find out how the +1+1 affects 1% drop rates. The convential wisdom is the +1+1 is +1%+1%. What that means i have no idea, and according to the other live journal it's not a % value of 1 against bees. But those tests where far from inconclusive. Or you can do what most THFs do, go to SSR and watch empty treasure pools all day long and wonder if it's really worth your XP bar and pride coming there with TK and AA equiped >.< *Edit Cream Soda beat me to it^^
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THF by nature, BRD because I'm told too Last edited by Ezell; 09-19-2008 at 09:07 PM. Reason: too slow |
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#18 (permalink) | |
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Incest Survivor
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Quote:
A: Its possible that that there's a cap on the drop rate at around 95% similar to accuracy. It's also possible that some items may even have different caps but I don't really think that's likely. B: Treasure Hunter isn't applied to the most common items. (Unlikely but possible that very common items with a drop of rate such as 1/4 just aren't affected). C: I believe certain items may have a set drop rate where Treasure Hunter doesn't apply. For example Soboro has a high drop rate of about (50%) and its drop rate seems unaffected by Treasure Hunter. With this model of Treasure Hunter, it would be difficult for it to affect it at all without virtually guaranteeing unless the item was given a separate cap than the "95%" one. D: It's possible that since many monsters can drop multiples of the same item may have different rarity values for the same item. For example its possible that a specific NM crawler that can drop multiple silk threads may be have a 1/8 drop rate on one of the silk threads and a 1/4 drop rate on another silk thread giving you a 37.5% chance that at least one silk thread will drop and a 3.125% chance that both will drop. Toss in full Treasure Hunter bonuses and you would have an 87.5% chance of getting at least one silk thread, and a 15.625% chance of getting both. |
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#19 (permalink) | |
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Incest Survivor
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Quote:
An example of a "1%" drop rate would probably be something like a 1/256 drop with basic "Treasure Hunter II". Under the first formula this would be a drop rate of 3/256 (1.171875%) The second formula would offer a 1/64 drop rate or 1.5625% with plain "Treasure Hunter II". Now, as far as Usukane 35 head I'm sure its either a 1/256 drop or a 1/128 drop. Optimistically, if it has a 1/128 rarity that gives it less than .8% chance of dropping without any treasure hunter (0.78125%). Assuming that Treasure Hunter can affect this drop, under the first model, the drop rate would be: BASE: 1/128 (.78125%) TH1: 2/128 factored to 1/64 (1.5625%) TH2: 3/128 (2.34375%) TH3: 4/128 factored to 1/32 (3.125%) TH4: 5/128 (3.90625%) As you can see Treasure Hunter bonuses at this level make such a small impression that sometimes it feels like Treasure Hunter isn't working. This also optimistically assumes that the base drop rate is a generous 1/128. If it were 1/256, you would have less than a 2% chance of it dropping even with max treasure hunter (which may actually be the case). Now, let's look at an item with a base rarity of 1/128 with the 2nd formula which is actually a little more generous. It assumes that Treasure Hunter II is applied after Treasure Hunter I. BASE: 1/128 (.78125%) TH1: 2/128 factored to 1/64 (1.5625%) TH2: 2/64 factored to 1/32 (3.125%) TH3: 3/64 (4.6875%) TH4: 4/64 factored down to 1/16 (6.25%) Even with these most optimistic circumstances applied, the Usukane 35 head would only have a 6.25% drop rate with TH4. If the usukane 35 head has a rarity of 1/256 then that's drops us back down to a 4.6875% with maximum Treasure Hunter. If you are pessimistic and think it has a 1/256 drop rate but believe the head is affected by Treasure Hunter then that still leaves you with either a 1.953125% chance of the drop with Treasure Hunter 4 using the first model, and 4.6875% with Treasure Hunter 4 using the second model. Either way, you aren't getting any usu heads and Treasure Hunter appears to be broken. Personally, I believe that Salvage drops are affected by Treasure Hunter. I don't want this thread to turn into a Salvage drop rate dicussion, though. The point is, I believe these are the actual values we've been searching for for assessing the rarity of an item and it makes much more sense than a flat 1%, 2%, 3% idea. Last edited by Gaea; 09-19-2008 at 09:37 PM. |
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