Tree of Savior Forum

A theory about a mighty korean Random~

Ello saviors!

All of us know whats the random is, its have a tons of variations and algorithms, especially when it ingame random) But today we are talking about TOS random, or more specifically, about items drop rate. Its just my theory how its working.

A common mechanics of loot randomise working on a principle that when we killed mob, the system is starting algorithm and calculating our loot, different player = different ID = different loot. Easy peasy , stable scheme. But whats about TOS? Do u know about Oracle’s class skill “Clairvoyance”? When we use it its show to us what the item drops from mob. It is mean that the loot calculated in a while when this mob was spawned. So what the difference? Thats most funny part, if any of saviors try to kill mob at Number 1 all of they get the SAME loot.

Example: We have a Map location and spawning zones A and B in a different parts of this map, all this zones also have 1 shared spawning pool.

If 2 different saviors start to clearing this zones then->

  • some times mobs with rare loot can spawning in both of this zones, or only 1 of it
  • spawning mobs with rare loot also depends on speed with what this zones will clearing
  • its also mean thats in zone A we can saw a few mobs with rare loot, but we also dont find anyone in zone B and 1 of saviors get nothing, while 2d win a jackpot.
  • if map have a limits on maximum amount of mobs with rare drop, then we can get a situation when in one of zones 75% of all rare mobs huddle together and if savior don’t found them, then he spend much more time to farm, and killed a lot of common mobs but not a rare.

e.t.c

Its shall explain the situations with unequal intervals of item’s drop rate. like when you get 3 obsidian when kill 200 Ruzrats , and totally NOTHING after killing 1000 more of them.

It’s not just a theory, it’s how it actually works, otherwise Clairvoyance and Change would not exist.

The solution to your problem is clearing the whole map every once in a while.

I don’t think this is a bad system and no one but game developers know just how many games actually use this system. Most of us have always naturally assumed the drop chance in a MMO kicks in when you kill the monster, but in most of the cases we never really KNEW. There are some games in which we know for certain because there are attributes/buffs that give you extra drop rates, like in GW2, but who is to say most MMO’s don’t have the same system as ToS and we just never knew? That drops are already set on the monster once it spawns? I don’t know much about programming but it seems a lot simpler to do that.

True, but when i remember how i skipped some mobs which distance too far from me or i just was too lazy sometimes to kill all of them, i just thinking how much loot i dont get in the end ^_^’