Talk:Incarnate Trial Component Drop Rate: Difference between revisions
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imported>GuyPerfect (→Problem!: Hrmmm...) |
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:: Then there's this one: "If you qualified for a component reward..." (sounds like "everything else")... "... you reached the level of participation for yourself and your league needed to have a chance at '''''any''''' component type." (sounds like the League can qualify for specific Component rarities?) | :: Then there's this one: "If you qualified for a component reward..." (sounds like "everything else")... "... you reached the level of participation for yourself and your league needed to have a chance at '''''any''''' component type." (sounds like the League can qualify for specific Component rarities?) | ||
:: Baryonx's explanation was... lacking. Is there another source of information that explicitly states what categories of rewards exist for the Incarnate Trials? --[[User:GuyPerfect|GuyPerfect]] 18:29, 3 July 2011 (UTC) | :: Baryonx's explanation was... lacking. Is there another source of information that explicitly states what categories of rewards exist for the Incarnate Trials? --[[User:GuyPerfect|GuyPerfect]] 18:29, 3 July 2011 (UTC) | ||
::: [http://boards.cityofheroes.com/showpost.php?p=3602425&postcount=255 This post] seems to support the separation between "ten threads" and "component reward tables". -- [[User:Leandro|Leandro]] 18:33, 3 July 2011 (UTC) | |||
:::: The logical side of me would say so as well (otherwise there would be multiple thresholds per event: one for each Component rarity)... But the analytical side of me spots inconsistencies. For instance, if all the Component rarities are just lumped together in one random roll, then how is it possible for players to be "rewarded with the Uncommon table more frequently than [the devs] anticipated"? If it's just a generic, pre-weighted group of rewards, there'd be W% Common, X% Uncommon, Y% Rare and Z% Very Rare, and those frequencies would be consistent with "anticipation." | |||
:::: Something smells awfully fishy. I'm not ready to believe that all Component rarities are treated equally. --[[User:GuyPerfect|GuyPerfect]] 18:48, 3 July 2011 (UTC) |
Revision as of 18:48, 3 July 2011
Drops by Leandro
Time of Drop Rarity Trial Time 04-26-2011 02:19:26 Rare BAF 00:17:12 04-26-2011 03:00:27 Uncommon Lambda 00:28:40 04-26-2011 03:55:41 Common BAF 00:22:09 04-26-2011 23:14:45 Common BAF 00:27:12 04-27-2011 00:06:15 Uncommon Lambda 00:31:19 04-28-2011 04:32:54 Uncommon Lambda 00:23:48 04-28-2011 05:05:58 Uncommon BAF 00:16:35 04-28-2011 05:59:30 Very Rare BAF 00:16:33 06-04-2011 02:35:55 Uncommon Lambda 00:22:02 06-04-2011 03:13:20 Common BAF 00:21:36 06-05-2011 13:31:49 Uncommon Lambda 00:30:46 06-05-2011 14:18:46 Rare BAF 00:19:52 06-06-2011 22:26:58 Uncommon Lambda 00:25:05 06-07-2011 01:49:35 Uncommon BAF 00:16:01 06-08-2011 09:03:13 Uncommon BAF 00:15:37 06-08-2011 09:29:37 Rare BAF 00:13:56 06-08-2011 09:59:59 Uncommon Lambda 00:19:33 06-09-2011 15:34:34 Rare Lambda 00:22:26 06-09-2011 16:15:23 Common BAF 00:15:57 06-10-2011 12:12:52 Uncommon Lambda 00:34:06 06-10-2011 12:44:41 Uncommon BAF 00:20:57 06-10-2011 13:09:44 Uncommon BAF 00:16:23 06-10-2011 13:44:59 Uncommon Lambda 00:26:05 06-12-2011 12:16:01 Common Lambda 00:21:24 06-12-2011 12:42:30 Uncommon BAF 00:14:21 06-13-2011 23:06:32 Uncommon BAF 00:15:47 06-14-2011 23:55:33 Uncommon Lambda 00:25:19 06-15-2011 00:43:21 Common BAF 00:35:33 06-15-2011 20:08:34 Uncommon BAF 00:14:45 06-15-2011 20:48:55 Rare Lambda 00:25:10 06-17-2011 02:57:40 Uncommon Lambda 00:23:06 06-17-2011 04:24:27 Common BAF 00:20:20 06-21-2011 18:44:31 Rare Lambda 00:22:48 06-21-2011 19:11:25 Uncommon BAF 00:17:15 06-24-2011 00:47:20 Common Lambda 00:26:33 06-24-2011 01:16:15 Uncommon BAF 00:17:27 06-25-2011 05:34:04 Rare BAF 00:18:51 06-25-2011 06:03:25 Common BAF 00:18:54 06-26-2011 07:42:23 Very Rare Lambda 00:29:29 06-26-2011 08:19:41 Rare BAF 00:21:11 06-27-2011 06:50:43 Rare BAF 00:16:21 06-27-2011 07:27:51 Uncommon BAF 00:15:40 06-28-2011 01:49:06 Uncommon BAF 00:15:56 06-28-2011 03:55:09 Common BAF 00:16:41 06-28-2011 06:25:42 Uncommon BAF 00:18:14 06-28-2011 06:50:31 Common BAF 00:17:27 06-28-2011 07:25:29 Very Rare BAF 00:19:03 06-28-2011 13:34:46 Very Rare Keyes 00:47:59 06-28-2011 15:43:04 Very Rare Keyes 00:41:37 06-29-2011 10:33:26 Rare BAF 00:17:06 06-29-2011 11:34:19 Common Keyes 00:43:28 06-29-2011 12:25:36 Rare BAF 00:17:19 06-29-2011 14:10:47 Common Lambda 00:19:52 06-29-2011 16:21:02 Very Rare Keyes 00:49:38 06-29-2011 17:32:07 Common Keyes 00:48:28 06-30-2011 04:51:02 Rare BAF 00:14:53 06-30-2011 05:21:53 Rare BAF 00:13:40 06-30-2011 06:32:14 Common Keyes 00:54:20 06-30-2011 07:32:33 Rare BAF 00:17:33 06-30-2011 16:36:40 Uncommon Keyes 00:44:33 06-30-2011 17:42:02 Very Rare Keyes 00:36:23 07-01-2011 13:03:10 Rare BAF 00:15:37 07-01-2011 13:45:03 Common Lambda 00:29:29 07-01-2011 14:58:29 Uncommon BAF 00:15:40 07-01-2011 16:17:56 Uncommon Keyes 00:42:38 07-01-2011 17:50:40 Uncommon Keyes 00:35:54 07-01-2011 18:59:49 Common Keyes 00:40:53 07-02-2011 08:41:04 Uncommon Keyes 00:36:38 07-02-2011 16:19:48 Common Keyes 00:39:18 07-02-2011 17:01:01 Common Keyes 00:31:46 07-02-2011 18:07:19 Very Rare Keyes 00:36:13 07-02-2011 23:52:22 Uncommon Lambda 00:33:42
Problem!
The devs have already made it pretty clear that the reward drops at the end of Incarnate Trials are not constant, but depend on the activity of the participants. Not only does each person individually have a different chance for drops, but the League as a whole needs to qualify for each tier of reward. If a League only qualifies for, say, Uncommon, then everyone will get Commons or Uncommons (or 10 Threads), totally throwing off the calculations for this article.
There's an inherent problem here because the data is unreliable. Either this article needs to be reworked/removed, or some controlled tests need to be conducted to retrieve correct data. --GuyPerfect 16:38, 3 July 2011 (UTC)
- Um, not what I read from dev posts. The participation only determines if you get 10 threads or a component reward dialog. If you get a component reward dialog, all rarities are available. I'll hunt down the source and put it here for you in a sec. -- Leandro 17:21, 3 July 2011 (UTC)
- The post I have in mind is here: [1]. On further review, it's not very clear. On the one hand, it makes it sound like there are two possible reward categories: 10 Threads or any of the 4 Component rarities. But there's other information that might suggest otherwise. In particular, this sentence catches my eye: "If your league does well, and you are a factor in that success, this will only increase your opportunity to earn a Very Rare component." This could be taken to mean that not only is it possible for players to not qualify for Very Rare Components (qualifying instead for lesser Components), but the activity of the League has a bearing on that. This could also be taken to mean that in the grand scheme of "10 Threads versus everything else," there needs to be a certain threshold of individual behavior AND league behavior to push you into the "everything else" category.
- Then there's this one: "If you qualified for a component reward..." (sounds like "everything else")... "... you reached the level of participation for yourself and your league needed to have a chance at any component type." (sounds like the League can qualify for specific Component rarities?)
- Baryonx's explanation was... lacking. Is there another source of information that explicitly states what categories of rewards exist for the Incarnate Trials? --GuyPerfect 18:29, 3 July 2011 (UTC)
- This post seems to support the separation between "ten threads" and "component reward tables". -- Leandro 18:33, 3 July 2011 (UTC)
- The logical side of me would say so as well (otherwise there would be multiple thresholds per event: one for each Component rarity)... But the analytical side of me spots inconsistencies. For instance, if all the Component rarities are just lumped together in one random roll, then how is it possible for players to be "rewarded with the Uncommon table more frequently than [the devs] anticipated"? If it's just a generic, pre-weighted group of rewards, there'd be W% Common, X% Uncommon, Y% Rare and Z% Very Rare, and those frequencies would be consistent with "anticipation."
- Something smells awfully fishy. I'm not ready to believe that all Component rarities are treated equally. --GuyPerfect 18:48, 3 July 2011 (UTC)
- This post seems to support the separation between "ten threads" and "component reward tables". -- Leandro 18:33, 3 July 2011 (UTC)