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#1 (permalink) |
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Sea Torques
Join Date: Oct 2006
Posts: 504
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I'm aware that there is another Treasure Hunter thread currently on the Advanced Forums, but it's become filled with drama and lacks proper direction. I want nothing to do with it, but I am interested in looking at Treasure Hunter.
The objective of this thread is to discover the way drops function and how Treasure Hunter impacts them. There has always been debate and speculation regarding this subject, as well countless small, independent tests that try and shed some light on it, but none have been completely successful. I believe the reason for this is that they have failed to properly analyze the way that items drop regardless of Treasure Hunter. Most have simply assumed that every item that can drop from a mob has an individual drop rate and that the drop rate was simply increased, depending on the level of Treasure Hunter. However, there are already well known cases where that simply wouldn't be logical. Let's analyze Defending Ring and Pixie Earring, for example. One of them always drops, but never both. It might be logical to say that Treasure Hunter increases the drop rate of the rarer item but, regardless of whether that is the case, it defies the all encompassing model that people have assumed. To further illustrate this point, let's take a look at what we have already. Note: All data credited to their respective sources. This is quite a bit of data with several models presented. None are entirely correct as they have a way of refuting one another. divisorytheory states that Treasure Hunter +1 increases drop rates of individual items by 1%. Shulula's data, although limited, opposes this to a staggering degree. Enedin's theory does not hold true when Treasure Hunter +1 items are introduced. Summarily, the chance of every item a mob can drop having an individual drop rate and that Treasure Hunter modifies this is low. However, if the data is assembled together, it can be fitted to a single model that seems to be accurate. Code:
d = drop rate - the chance of a mob dropping any amount of items for that loot pool b = base drop rate - this is a static number based on the mob t = this has a value of 0, 1, or 2 and correlates to the Treasure Hunter trait you have T = this has a value of 0, 1, or 2 and correlates to the number of "Treasure Hunter +1" items you have d = b(1 + t/2) + T Code:
n = the number of drops that are chosen from the mob's drop table B = this is some kind of table or matrix T = this has a value of 0, 1, or 2 and correlates to the number of "Treasure Hunter +1" items you have n = f(B, T) Now, there are a few other things I should say about this model. First off, it's just a model. It only reflects a observation on the current available data. I do think that the concepts are accurate, but it's highly unlikely that the math used is precise(or even explained properly, as in the second part of it). The variables in the equations the game utilizes are likely base 2, although the exact unit of measure is probably the least important aspect of drops and should be the very last object to consider before nailing it all down. The other is that it's only one model. There are obviously other models that drops follow, and this model would be used in tandem with them. Bahamut II, for example, has the following drops. One of:
One of:
Unknown Groupings of:
Given the information available, the first five drops are obviously handled by different models. The crafting items would be covered by the previously explained model. So, all in all, there would be at least three loot pools on Bahamut II. Two of them would be handled in the 'either or model', while the crafting items would be done with one or more of the 'synthesis materials' model. Charydbis can serve as example #2, with the following drops.
Joyeuse drops 100% of the, so it's in a different loot pool. The Oxblood, Pearl, and Shall Shell could all be in one loot pool following the synthesis item model. Now, if you go back and look at divisortheories data, you'll notice that TH+1 theoretically should have increased the total number more than it did if this model was true. However, he failed to include the mob he was fighting and what drops he was recording, so it's impossible to say. Anyways... the purposing of devising that model was to clarify exactly what a drop model was and how unlikely it is that every item in a mob's loot pool follow individual drop rates. It leaves you with a few questions. How many different drop models are they(Either or, synthesis item, abjuration, etc.)? How are items that aren't included in the synthesis item model affected by Treasure Hunter(Peacock Amulet, Beastman's Seals, etc.)? Well, I think the first step to solve this is to simply take what we know and start collecting data. The current aim is to kill the following mobs 1000 times with every level of Treasure Hunter(TH0, TH1, TH2, TH2+1, TH2+2) and observe the results. Bumblebee[West Sarutabaruta (S)] Carrion Crow[West Sarutabaruta (S)] Crawler[West Sarutabaruta (S)] Savanna Dhalmel[West Sarutabaruta (S)] I choose these mobs for a few reasons. These Crawlers can only drop a single item, so results should be easy interpret. Crows and Bumblebees drop two items, both items on both mobs drop at different rates. Dhalmels drop five items, so if anything can be learned from the other mobs that can be applied to the Dhalmels, it will be a strong indicator of success. They're also all in the same zone, so it's quite convenient. I will publish all of the information in a spreadsheet that can be viewed online(http://spreadsheets.google.com/pub?k...CuVYD1cgrgD-OA) as it comes in. This is quite an undertaking(20,000 mobs killed), it's not feasible to have one person to do it so any help would be welcomed. If you're interested in helping, you can post your data here or PM it to me. I only want one person to have permission to access the spreadsheet to avoid duplicate entries or vandalism, however unlikely that is. DirectParse(https://sourceforge.net/projects/directparse) is your best bet for data collection, at least as far as I know. It will record the number of each drop you get as well as the number of times you've killed each mob. This doesn't account for multiple drops from the same mob, so every time you get one you will need to screenshot it or something and review them before you submit your data. You will need to manually update the directparse memlocks to get it to work. There is a file called DvsConf included in the download, just replace whatever is in there with MEMLOC=0x576D58. Also, if you plan on helping out, please limit your sample sizes to at most 100 per mob. The purpose for this is to avoid any lurking variables. For instance, let's say that full moon increased drop rates by 100%. It's something that could easily be observed in the 100 mob intervals. Either way, Qwontess and I have already started collecting data. I haven't updated the spreadsheet yet today, but I will when I obtain all of the data. Even if you can't get 100 of each mob in one sample, it's still good data. The focus right now is to finish the crawlers, which we're about 20% of the way done with. Any help is welcome. Last edited by Mojo; 09-22-2008 at 05:49 PM. |
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#2 (permalink) |
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Sea Torques
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just a nitpick, *divisortheory not divisorthoery.
Just happened to notice it >.>
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New DirectParse Release! Version 2.2(.92) is up at http://sourceforge.net/projects/directparse/?abmode=1 hay look I found my old photoshop musings
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#5 (permalink) |
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Member of Nikkei's Harem
Join Date: Jan 2006
Location: <pos>
Posts: 445
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In sets of 100, these were my crawler drop rates:
15/100 (100% moon) 11/100 (98%) 8/100 (stopped caring to check) 10/100 10/100 EDIT: forgot to mention, these were without any kind of TH Last edited by Toksyuryel; 09-22-2008 at 07:17 PM. |
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#8 (permalink) |
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Sea Torques
Join Date: Oct 2006
Posts: 504
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I've added another 400 or so mobs to the spreadsheet. Once again, please anyone help out if you can spare the time(or try to convince your friends to if you are!) Even killing 100 mobs, posting the results, and then forgetting all about it can go along way.
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#10 (permalink) |
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Melee Summoner
Join Date: Nov 2007
Location: Fort Worth, TX
Posts: 9
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I know it is a slight nitpick, but the modifier on Thief's Knife and Assassin's Armlets is to "Treasure Hunter" and not "Treasure Hunter II"
That they are completely seperate job traits is also the source of my annoyance to it being called "TH4" </derail>
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DarkLegions - Valefor 75THF, RNG 72PLD |
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#11 (permalink) |
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Hydra
Join Date: Oct 2006
Posts: 113
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My Data as posted in the failed thread:
Maze of Shakrami TH0 Carnivorous Crawler (Killed 342 times) 46 spool of silk thread [Drop Rate: 13.45 %] Maze Scorpion (Killed 97 times) 26 scorpion claw [Drop Rate: 26.80 %] 10 scorpion shell [Drop Rate: 10.31 %] 18 scorpion stinger [Drop Rate: 18.56 %] TH1 Carnivorous Crawler (Killed 376 times) 60 spool of silk thread [Drop Rate: 15.96 %] Maze Scorpion (Killed 93 times) 46 scorpion claw [Drop Rate: 49.46 %] 10 scorpion shell [Drop Rate: 10.75 %] 30 scorpion stinger [Drop Rate: 32.26 %] |
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#12 (permalink) | |
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Old Merits
Join Date: Jun 2007
Location: Arizona
Posts: 1,087
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Quote:
A better example is Kick Attacks: you get KA II @ 71, and all the equipment for Kick attacks just add's on to them but they only say "Kick Attacks". I say better subjectively since they DO increase your kick rate, but not by a % measurable against the number on the equipment. An EVEN BETTER example would be Fast cast, and I'm dumb for not realizing it. All "Fast Cast" equipment stacks with the highest level you have. If it stacked with lower levels, the higher tiers of II and III would make spells fly out your ass almost instantly.
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Last edited by Apelila; 09-23-2008 at 12:29 AM. |
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#13 (permalink) |
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Member of Nikkei's Harem
Join Date: Jan 2006
Location: <pos>
Posts: 445
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Maybe that's why those abilities are only listed for one tier... treasure hunter has the distinction of both tiers being in your list at the same time. This could be because they are meant to be separate. Or it could just be SE being weirdly lazy on one job for some reason. Experience with the way they do things would suggest the latter, but who knows with them. We can't say for sure what SE names traits internally, the ones that only show up once could all be named the same, and one just replaces the other, so gear which enhances it won't break.
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#14 (permalink) |
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Fallso
Join Date: Oct 2007
Posts: 199
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I thought it was that "Treasure Hunter" increased the base drop rates for items while "Treasure Hunter II" threw in an extra roll for another chance at the drops? Was it the other way around? Is this wild speculation I've picked up from somewhere?
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#15 (permalink) |
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Old Merits
Join Date: Jun 2007
Location: Arizona
Posts: 1,087
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Wait, TH2 is a seperate Job trait? I've never leveled THF past 37 and neither wiki lists them as separate. Thats....definitely different than all the other job traits.
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Click here to email SE. It might not do anything, but at least you'll feel better knowing that someone has to sort through an AV question every time you send one. List of annoying crap for reference in case you run out of ideas. ![]()
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#17 (permalink) | |
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Relic Horn
![]() Join Date: Dec 2005
Location: Victoria, BC, Canada
Posts: 3,135
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Mojo, I fail to understand why you refuse to believe that normal drops are independant of one another.
I like the thread and I think the testing method is great, but when it comes down to it, I doubt SE would have put as much work into the drop system as this entails. The way I see it, there are 2 different ways loot can drop: 1) A given item is independant of any other drop. The item has a base drop rate and is affected in a certain way by Treasure Hunter. Whatever else drops has absolutely no effect on it, whatsoever. 2a) A given item is part of a larger grouping of possible items that can drop in one "slot" of the treasure pool. An item always drops in this slot and the ratio is predetermined. Treasure Hunter in no way affects these. 2b) A given item is part of a larger grouping of possible items that can drop in one "slot" of the treasure pool. The drop is not guaranteed, and Treasure Hunter has an effect on the "placeholder drop" (which would then pick a drop based on 2a). Bahamut II and most drops in KSNM/BCNM battlefields would fall under 2a. Dynamis would be an example of something that uses 2b. Just about every normal drop off normal monsters or NMs would fall under 1. Kindred Seals and Beastmen's Seals would drop at their normal rate provided the restriction is not in place (1 every 5 minutes per party in the alliance). Crystals would be given a roll for each person present in the party that kills the monster (a party of 4 kills a monster, there are 4 rolls for the monster's crystal, using model 1). I think the likelihood that SE uses a model such as 2a or 2b or every drop in the game is extremely low, and that's basically what you outlined (but in a more complicated manner). I think you'll find that the drops off each one of the 4 monsters you chose will fit my model 1; independant drop rates not affected by anything else that drops.
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#18 (permalink) |
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Sea Torques
Join Date: Oct 2006
Posts: 504
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I'm not really opposed or attached to any particular model, I just created one that matches that data that has already been presented. Although it's only a sample size of 400, if you take a hard look at Shulula's tests, it becomes very clear that it's unlikely that every item does have an individual drop rate and are not tied together in pools. For instance, the total number of drops obtained between TH2 and TH2+2 were 79 and 95, respectively, while the no drop rate between TH2, TH2+1, and TH2+2 remained almost a constant 1/3 through all 300 mobs. If you can come up with another explanation, I'd be all ears.
Also, the concept of the model I presented was that every mob could potentially have multiple loot pools, so it really goes hand in hand with all of those other models. Last edited by Mojo; 09-23-2008 at 02:46 AM. |
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#19 (permalink) | ||
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Relic Horn
![]() Join Date: Dec 2005
Location: Victoria, BC, Canada
Posts: 3,135
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Quote:
I did not record how many "No drop" outcomes I ran into; however, the major flaw in coming to any based on Shulala's data conclusion is the sample size. It's small, as you admitted, and unfortunately far too small to draw any conclusions even with a difference of 24 drops. I broke down her data into the individual drops, and came up with this: Code:
TH Drop 1 Drop 2 Drop 3 Drop 4 Ttl Kills 0 (0%) 0 (6.6%) 7 (14.2%) 15 (18.9%) 20 42 106 1 (0.99%) 1 (5.9%) 6 (13.9%) 14 (37.6%) 38 59 101 2 (3%) 3 (8%) 8 (13%) 13 (55%) 55 79 100 3 (7%) 7 (9%) 9 (31%) 31 (41%) 41 88 100 4 (2%) 2 (15%) 15 (26%) 26 (52%) 52 95 100 Don't forget that while 88 to 95 is an 8% increase, it's also being stacked four times. In a perfect world, if you have a monster with 4 different drops and increase the drop rate on each one by exactly 1%, your total increase in drops is going to be more than 1%. If we use TH2 -> TH2+1 as an example, it would go from 79 to 83 drops (adding 1 drop to each item), which is a 5% increase. If we use TH2+1 -> TH2+2 as an example, it would go from 88 to 92 drops, which is a 4.5% increase. With this in mind, an 8% increase is not at all out of the realm of possibility (in fact, it's very closely in it). I feel like I've rambled on, but my main point is that Shulala's testing is far too small in terms of sample size and inconclusive to even consider trying to draw a hypothesis from. One thing a lot of people don't realize is that if you're testing for a difference of 1%, it doesn't matter whether you use an item that drops at a 1% base rate or an item that drops at a 50% base rate. You'll need the same sample size to draw an accurate conclusion.
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