Tree of Savior Forum

Arde Dagger Drop Chance 5% for real or joke?

official servers have (had) 2/10001 chance on card drops with some exceptions like poring and drops cards that have a bit higher chance.

Oh I missed those good old days farming drops cards to put in main gaucheā€¦
Kids nowadays canā€™t take on anything huh?

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I was kinda salty that I didnā€™t get arde too after many tries.
Then I got a petamion recipe and all was good again :upside_down::upside_down::upside_down:

No, you really donā€™t.
If you want that dagger so badly then try harder

5% means.

Either you get 5 in a hundreht.
0 in a 100.
Or 100 in a 100.

Statisticaly seen.

In 1mio trys, 5% will drop it.
If these 5% are exactly after another at the end. Spread out evenly.
Or something mixed.

Is up to ā€¦ chance.

xD

Thatā€™s how 0,001% drops worked in ro.
MVP spawnrate of 24 hours ā€¦ and people still had cards after only MONTHS or Years. Statisticallyā€¦ it should have taken them lifesā€¦

1 Like

Make all item drop rates high, now all items have no value. Enjoy the game!
Why not make exp gain from mobs higher as well.
People just want to go straight end-game, get the gears they think are great, test their theoretical build and best other players with no effort whatsoever. Oh sht my build went wrong, can add class reset?

3 Likes

i donā€™t mind the Arde Dagger is really low but if it is a grind game i shoul be able to farm any time i want i donā€™t care about exp and any think like that but you shouldnā€™t be limit by 3 runs on a grind game thats all =)

They probably should add three things.

@Staff_Ines

  1. Converting x amount of talt to an sure drop of an item or recipe or mat of your choice. Like 50 talt for an arde or 5 talt for an card. (would make talt a rare good, as guilds AND drops would profit here.)
  2. Increase the chance slightly on a ā€œfailed to roll x timesā€ basis. 1% per failed roll.
  3. Make talt worth 50k npc price ā€¦ so people can sell it for good money, while guilds dont need it and no convertign happens. (worst decisionā€¦ would inflate prices xD)

Ahh and yesā€¦ i am buying low price talt atmā€¦ to resell it later.
As soon as guilds want to level alot and lots of guilds are up. Talt price will go upā€¦ letā€™s begin market speculations!

It would lower the daggerā€™s monetary value and rarity since itā€™s basically like increasing its drop rate. Only problem I have is the lack of database and transparency on the drop rates of items, drop rate on arde dagger might be RnG and I wonā€™t approve of it that way it has to be a fixed drop rate even if its so low. ToSbase has ?% on most rare items, wtf.

Its not god damn mandatory for leveling, stop crying over nothing. If youre lucky youre lucky, if youre not pray to the RNG gods.

I would rather epic quality stay epic then have everyone running around with the same equipment.

This is nice, i like it, makes more sense to me with the drop rates of most rare items ?% in all the ToS database I currently know of.

Youā€™d like life to be ez no? 30k to open the cube a second time, if its talt its ok I can sell it for 50k.

I agree with these been saving all my talt, talt is life, talt is love. I save other rare items that I think will increase in price later after F2P release.

I find this unlikely since putting valuable items on bots risks bans and losses. Sure, IMC isnā€™t getting anything done on that front, but there were hundreds of bans in kToS. If I were a seller, Iā€™d keep my daggers on laundered accounts and sell them directly for cash.

Furthermore, 1-2 mil is not a lot for an arde. Thatā€™s a normal price and thereā€™s a bunch of them in the market. Ardes simply donā€™t drop often enough to support such a high level of supply at the same time loads are being used by bots.

What would explain bots with ardes is the rumored duping exploit. Considering the supposed method and the lack of regular players doing it, itā€™s probably hard to pull off without using a program - and of course botters can do that. If thatā€™s the case and IMC continues failing to ban them, itā€™s just a matter of time before someone publicly releases a duping program (which also steals your account) and we get end-of-iCBT2 level ruination.

P.S. I got 8 talt and a card on last nightā€™s rerolls, still donā€™t have a dagger, and whiners who canā€™t handle not getting a rare drop within the first two weeks of a gameā€™s release can starve to death waiting for instant rice to cook.

Why did you post that link if it says exactly the opposite of what youā€™re saying.
Even if you run 99 times the dungeon ,the chances of you getting an arde dagger is still 5%.
The only thing that changes is the amount of times you get to try your luck.

5% of drop means that of every 100 runs, you should get 5 of them.
So statistically you should get 1 dagger every 20 runs.

True. But there is a thing called statistical probability. And it says that chance of NOT getting something with 5% in 100 tries is 0.006 (0.6%). So if 1000 players got their daggers in 100 tries - you are in a minority of ā€œluckyā€ 6 players that didnt and thats normal.

On average, yes. But ā€œshouldā€ does not equal ā€œmustā€.

1 Like

That isnā€™t how math worksā€¦ you have fell into gamblers fallacy, donā€™t go to a casino, or youā€™ll be BROKE.

3 Likes

This isnā€™t quite how statistics works, the chance that you get the dagger doesnā€™t increase the more times you run the dungeon. Itā€™s always 5%. So with a little binomial distribution math you should have roughly a 13% chance of getting the dagger at 63 runs.

2 Likes

Thatā€™s where I hate stats.
Theses things only make sense if you demonstrate them from the beginning. Or maybe it is that Iā€™m too rusty, which annoys me as muchā€¦

Youā€™re using the binomial probability which is the probability of receiving 1 and only 1 Arde dagger in 63 runs. (This is an underestimate because you could receive 2,3, 4 or even more in 63 runs, thatā€™s just luck)

What you should be using is the Cumulative Probability: P(X >= x) which is telling you what the probability of getting at least 1 success (getting 1 Arde dagger) in 63 tries (runs). So you have a 95% chance to receive at least 1 Arde dagger if you run the dungeon 63 times. You might receive more than 1, but you might also receive 0 if you were in that unlucky 5%.

What would be interesting is the probability of obtaining a dagger after failing 62 times :smiley:
I think thatā€™s what he wanted to use tooā€¦