Diego Rossi
Goblin Squad Member
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I have done a little test with the new build.
I have Killed only low level mods, so the numbers are:
102 goblins
49 elite goblins
24 skeletons
10 Goblin dogs
20 bandits
41 wolves.
Relevant knowledge skills at 6 or 5. Mostly 6.
Let's say that if skill 7 give a 20% chance, skill 5-6 will give a average 15% chance.
For ease of calculation let's suppose that the goblins share thr same loot table and only them drop recipes and spells.
102+49 goblins = 151 units
I have got 0 recipes and spells
With a 2% chance, the probability of that happening is .98^151= 4.73%
Rare but possible.
With a 15% chance, the probability of that happening is .85^151= 0.0000000002%. Decidedly unlikely.
Even if we consider a 10% chance of a drop we get a 0.00001232% chance of that happening.
At this point I suppose mobs aren't checking the chance to drop something with each death but in some other way.
Diego Rossi
Goblin Squad Member
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Even here we use level for a lot of different things [bangs head on the wall]
Every creature type currently has the same chance for recipes and expendables, it's just based on level. Harder creatures have a better chance to drop stuff.
Level 1 creatures (which includes most goblins) have a 2% chance of a recipe. That's been true throughout alpha, though at the beginning those chances were being ignored and everything would drop anything it could drop, even if it had hardly any chance (but that was fixed months ago).
For better loot, fight harder creatures.
Stepehn is speaking of the level of the creature, not of the skill.
So we can assume that the goblin have a 2% chance and we don't have any information on the effect of the knowledge skills. I assume all the goblins are level 1.
0.98^151=4.73% chance of not getting anything.
Possible, we will see after I kill a bit more stuff .
The skill bonus is a multiplier to the base chance, which I think is around .0002. A 40% bonus to that would be a total chance of .00028
See above 2% of a recipe and that was what I was using. An expendable is 0.2%.
Neadenil Edam
Goblin Squad Member
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Even here we use level for a lot of different things [bangs head on teh wall]
Stephen Cheney wrote:Every creature type currently has the same chance for recipes and expendables, it's just based on level. Harder creatures have a better chance to drop stuff.
Level 1 creatures (which includes most goblins) have a 2% chance of a recipe. That's been true throughout alpha, though at the beginning those chances were being ignored and everything would drop anything it could drop, even if it had hardly any chance (but that was fixed months ago).
For better loot, fight harder creatures.
Stepehn is speaking of the level of the creature, not of the skill.
So we can assume that the goblin have a 2% chance and we don't have any information on the effect of the knowledge skills. I assume all the goblins are level 1.
0.98^151=4.73% chance of not getting anything.
Possible, we will see after I kill a bit more stuff .DeciusBrutus wrote:The skill bonus is a multiplier to the base chance, which I think is around .0002. A 40% bonus to that would be a total chance of .00028See above 2% of a recipe and that was what I was using. An expendable is 0.2%.
Thats not how it works AFAIK. Though I could be wrong on this.
My impression was if that particular goblin drops something at all there is a 2% chance of a recipe .
I would have to look it up but pretty sure over 150 gobbos only about 10 or 15 will drop anything at all.
Then of that 10 or 15 there is 2% chance it will be a recipe.
Hence it's not a chance of a gobbo dropping a recipe its a chance it will be a recipe if something drops - different.
Not sure - but that was my impression.
Neadenil Edam
Goblin Squad Member
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Possible.
it is hard to get if it is working as intended or not at this point.
The absence of a functional AH make getting spells extremely aleatory.
The simplest way to get spells seems to be kill bulk low levels as a grind exercise.
Using area effects like cleave/whirlwind/staff-spells and sprinting from group to group you can kill 100 or so low levels every 5 to 20 minutes depending on skills and target density.
Assuming you can keep this up for 2 hours without running out of respawns (or dieing of boredom) you are looking at between 600 and a couple of thousand gobbos/level 1s over 2-3 hours.
Stephen Cheney
Goblinworks Game Designer
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Drop chance for recipes should be independent of dropping anything else. Once it decides it's going to drop a recipe, then it goes to a weighted chance for which particular recipe it will be (i.e., it should be impossible to get more than one recipe of a particular tier from a single creature on the current tables, but you don't get a recipe instead of another category of item). If you were extremely lucky, you could conceivably get multiple components, cash, an expendable, a recipe, and a starter weapon off of the same goblin.
I'd appreciate it if a few other people pay attention to their recipe drops while going on their next killing spree and provide their data on what they were killing and how many recipes they got. Diego's kill numbers are still small enough that it could just be that the RNG is a perverse and uncaring god, but hopefully that means it's perversely giving someone else more than they're expected to get instead of shorting everyone.
Nihimon
Goblin Squad Member
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I'd appreciate it if a few other people pay attention to their recipe drops while going on their next killing spree and provide their data on what they were killing and how many recipes they got.
Okay, spent a little time killing in a Ripping Chains Escalation that was 99.9% when I started.
Mobs Killed: ~320
Arcana: 82
Dungeons: 22
Geography: 92
History: 92
Local: 92
Nature: 22
Planes: 92
Survival: 12
Recipes: 15
Expendables: 2 (Acid Arrow, Distracting Powder)
Diego Rossi
Goblin Squad Member
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Drop chance for recipes should be independent of dropping anything else. Once it decides it's going to drop a recipe, then it goes to a weighted chance for which particular recipe it will be (i.e., it should be impossible to get more than one recipe of a particular tier from a single creature on the current tables, but you don't get a recipe instead of another category of item). If you were extremely lucky, you could conceivably get multiple components, cash, an expendable, a recipe, and a starter weapon off of the same goblin.
I'd appreciate it if a few other people pay attention to their recipe drops while going on their next killing spree and provide their data on what they were killing and how many recipes they got. Diego's kill numbers are still small enough that it could just be that the RNG is a perverse and uncaring god, but hopefully that means it's perversely giving someone else more than they're expected to get instead of shorting everyone.
Thanks, I will continue as I am curious to see the results.
Now I have added the number of tokens/weapons/armor/salvage/implements I have in inventory to my list.
I will track those too.
Note that my base is made almost exclusively of white creatures, witha few yellow.
Unless I am mistaken:
white = level 1-2
yellow 3-5
red 6+
It is right?
Diego Rossi
Goblin Squad Member
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I have been bus with RL, but a little update:
Kills with the new build:
54 wolves
100 skeletons
142 goblin
66 elite goblin
8 goblin dogs
12 bandits
382 in all
All white creatures with the exceptions of 2 goblin lieutenants
Drops:
15 implements
31 units of salvage
4 units of green salvage
36 tokens
6 weapons
2 armors
2 recipes
Approximately a 25% chance of a creature dropping something and 0.5% of it dropping a recipe.
Diego Rossi
Goblin Squad Member
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Further update:
Kills with the new build:
96 wolves
177 skeletons
190 goblin
105 elite goblin
114 goblin dogs
32 bandits
1 elite bandit
715 in all
All white creatures with the exceptions of some goblin lieutenants and 1 bandit
Drops:
15 implements
45 units of salvage
4 units of green salvage
75 tokens
22 weapons
3 armors
6 recipes
Approximately a 23.5% chance of a creature dropping something and 0.84% of it dropping a recipe.