i believe on DPK exists… i dont believe on RNG on TOS.
ive testes too what they done… if u reach the number of kills the recipe/item will drop.
lucky if a lot of you farming and you get one
i believe on DPK exists… i dont believe on RNG on TOS.
ive testes too what they done… if u reach the number of kills the recipe/item will drop.
lucky if a lot of you farming and you get one
I’m currently farming for control bracelet recipes, I’m pretty sure its a DPK but I had one drop in my initial exploration through the initial hunt count of 180 Farm Keposeeds for the exp cards so I’m not even sure how many kills it takes the database says its between 190 and 280 kills I already killed 130 and I’m all alone on the map.
Farm Ellum however, drops Demon Staff around every 90 kills. I confirmed it after 4 staff drops, one dropped early at 37 kills (as I was testing the ch 2 for a DPK on it and it seemed to have the skill counter at 37 kills remaining out of 90), and from a silver lucky mob , but 90 kills was consistent every time after that.
Keposeed dropped the recipe at 156 kills. Further Addendum: Farm Keposeed seems to have a true DPK at approx 200-250 kills (a combined total of 500 kills with 3 drops recorded), a guy found the recipe when he came into the map on ch 2 and just killed 30 or so after I killed about 470 total. He gave it to me as he didn’t need it and I was so close to getting it myself.
Further research here seems to point out that Cronewt venom needler drops Hard Verlis Pants every 90 kills.
I just dicovered a very simple, quick and easy test for DPK.
I was farming Saif Recipes from Darkness Anchors at Main Chamber, and I got three times in a row the Saif recipe maybe 20-30 kills after a Cone Pike Recipe dropped. I was even able to predict the drop of the second and third Saif recipe - roughly as I didn’t count exact numbers between Cone Pike recipe and Saif recipe. Both recipes are listed ?% at ToSBase.
So this is very easy to test for everybody, as the Darkness Anchors spawn at a confined area in Main Chamber (big top left room) and its therefore easy to control that you are alone.
For my part I’m now 99% convinced that DPK is real. Would be great if others could confirm with this really easy and quick test.
DPK is real, I got a Hunter Bangle recipe in my 384 kill, a very similar number that the people post in TOSBase
Here’s the proof:
The recipe:
TOSbase link:
http://www.tosbase.com/database/items/602107/
I’m not a drama queen but, if I leave this game one day, DPK was one of the principal reasons to leave to playing.
What a terrible drop system, IMC. Can we get an answer of this in your next Q&A? So, taking advantage of all the sense of humor of this Staff.
I don’t understand why you guys are so salty over DPK.
What’s the difference between getting a drop once every n mobs instead of roughly once every n mobs ? Not enough roulette for you ?
(As long as the DPK threshold isn’t too high, ofc)
You’ll probably be salty if you’re one of those who farmed infroctors for boater and when you’re 1 mob less to that dpk count someone suddenly gets the last hit, alt f4 RIP TOS never again.
If it’s RNG+DPK /per character/ then that’s okay, but it’s dpk per channel and it actually hurts some farmers too knowing bots are around
Isn’t that different from RNG.
In RNG, bot can kill the “RNGed Boater” mob.
In DPK, random player can kill the “DPK Boater” mob.
Both are randoms. RNG is just more random, more “roulette” 
And this is why people are salty, because you worked yourself to get that DPK count then some random or worse, even a bot could get it.
Yeah knowledge hurts, truth of life.
If they can’t cope with having to farm 200k Infrorocktors instead of 100k, maybe they shouldn’t have started farming the Boater in the first place…
It’s not like they could have been sure to drop the Boater in less than 200k rocktors in a pure RNG system…
DPK is not a bad system IF it is implemented properly…
Right now, it just ruins the experience.
As if the low spawn rate and reduced channels weren’t enough, you have to pray that no other player is on the map who could RUIN your efforts. It makes you hate other players for their existence.
It should be like this for DPK items:
If it was implemented like that, most people would be happy because your efforts can’t get stolen by a random player.
Tagging the Staff to help this topic get more attention
@STAFF_Ethan @STAFF_Amy @STAFF_Max @STAFF_Ines @STAFF_John
That’s what I was about to say.
DPK itself isn’t a problem. The problem is the low spawnrate making you hate every player you encounter.
Current DPK implementation would work well in a “low channel, high spawnrate” environment. The whole game would benefit from it.
Ofc, DPK count shouldn’t be reset on maintenance/crashes.
Stop saying that. Because it’s the same with RNGs.
But there’s clearly a difference.
In an RNG system, if you see someone drop an item, it has nothing to do with your chances of dropping the item. You could get the item within a few kills or take longer to get the item because the item isn’t gated by some global counter for when it should or shouldn’t drop.
In DPK system, its completely dependent on a global ticker to when the item should drop. If DPK item drops, the ticker count is reset and the count has to reach 0 again for the item to drop again.
It’s exactly the same as rng, if its a 0,01% drop rate you can stand there for years farming and not get any of it. Atleast now it does have a drop chance.
And also you don’t know on what number the counter is at all. So it’s completely rng.
It’s actually a better system.
Maintenance or channel crash sets the number to 0, so you can predict the current DPK value
It’s undeniable that at .01% every time you kill a monster there is a chance you will get it — in DPK there are literally hundreds to thousands of monsters you spend time killing with absolutely 0% chance of getting it.
That’s what’s fact. It’s a clear factual difference of the two systems.
If that doesn’t bother you, great for you. For the rest of us who disapprove of this system though, it really sucks the joy out of farming rare drops.
@lemaitre_dulotus y’all can keep saying that but it isn’t accurate, at all.
Edit: whether you start in a channel that's 250 / 100,000 or 65,349 / 100,000 every kill you make until you reach the 100k range will literally have a 0% chance of white boater dropping. This is fact, it is not .01 and can not be .01 Even if you do not know the count, that doesn't make a 0% drop into .01% That makes no sense, I don't think I can explain it more simply, so I'll stop.Same with DPK, if you don’t know the killcount beforehand.
Each time you kill a mob, you have 0.01% chance to kill the right one.
edit : no, it’s not accurate.
Because if DPK was equal to RNG, we wouldn’t call it DPK in the first place.
The thing is, you can’t know RNG before it “happened”. So the only right way to observe this is after making RNG happens what? at least 1k times ?
In a DPK, configuration, items will drop every DPKcount mob. (Like 200,400,600,800)
In a RNG configuration, item drop repartition will be more random. (Like rand(800), rand(800), rand(800), rand(800))
Just did it, got 250,279,320,667.
4 is enough for an example
(And yeah I know this is not rand(800), and there could be more or less than 4 rands but well… I don’t want to look into the maths and people wouldn’t care anyway.)
You understand ? If you look from the future, DPK isn’t that different from RNG.
In DPK, you’re ■■■■■■ if you started killing from 1,201,401 or 601.
In this RNG context, you’re (more) ■■■■■■ if you started killing from 1 or 321.
The only thing you have to care about is when you started killing the mobs. Was it longly before the next drop ? Or shortly before the next drop ?
Too bad you can’t know it. Should it be in a DPK or RNG configuration 
Actually, with DPK, the more you kill, the higher percentage you have of getting that item on the next kill.
That being said, you can grind up a channel’s DPK count only to have some channel hopper or bot kill the mob with the DPK item and lose all of that progress.
That’s true of course, but I also don’t see the point in viewing it from this angle. Doesn’t change my argument which was the fact that if you do kill something out of range it had 0% chance of dropping it.
To me, DPK works really well if you have limitless time and can stay there forever. In my pov let’s say I only have 1 hour to farm that gets me like 240 out of 10,000 kills of deadborn scap archers because the spawn is so abysmally low — now depending on where the kill counter is at I potentially just completely wasted my time.
While I understand the argument here is that not knowing what the kill count is at I do have some % chance of my 1hr there being the hour the kill count is at 9,900 / 10,000 — However that gamble just doesn’t sit as well with me as an individual roulette would. Even if it was rng & I spent the whole hour and got nothing, I’d personally find more comfort knowing I had a chance each kill versus "well damn I just got the kill count that much closer for somebody else other than me."
Even if the odds somehow do even out between the two systems…?
Perhaps it’s just my personal preference, I’m glad some are fine with it so the game won’t die after i’m eventually gone. 
also due to server resets / people saying when they get gem on shout, etc you CAN sometimes know where kill count is at for the high kill count threshhold drops!
Just have fun killing a low spawn monster for days straight! hehe!
Be sure you don’t sleep or you will miss your shot!
Well I hope you will not leave because of this sole issue because there are far worse ones ~~
Though maint/crashes resetting DPK count is still a big issue…
All I read here are speculations without any kind of evidence at all… I call bullshit.