Tree of Savior Forum

[DropPerKill] Drop rate system- DPK- Explained [Updated]2

LOL i was gonna tell @lordshredder not to bother with people like that. They pop in, dont read a thing and be all like well i got 3 gepetto leafs in 5 kills, DPK my ass.

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I guess youā€™re right -_-ā€™

Looks like someone stole your effort.

Today i got wizard bracelet in about 20 kills. Some guy was running here farming it for some time. I feel like a thief now :smiley:

yo guys i got silver 100/100 kills i have made on everything

RNG confirmed

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yep i did, i guess i cant explain my pointā€¦ not that good at english

Pretty sure he was referring to DPK systems as in bracelet supposed to drop at 900 kills give or take but from 3600 kill drop someone else took it while his brother got all 13 from 11k kills as in 900 times 13= 11k ish I assume? And he wanted to support DPK system.
Iā€™m pretty sure you have to read peopleā€™s post thoroughly if you want to go against them instead of instant bashing and throw words in their mouths.

Not sure why people who are still skeptical simply donā€™t do similar tests following the OPā€™s advice properly. Itā€™s like theyā€™re afraid of being wrong on the internet or something ^o.o^

Man, I was one of the biggest critics of this story DPK system, I really thought it was nothing less than a crazy conspiracy theory, but you gave me irrefutable proof.
Congratulations for your test, it is amazing

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People canā€™t talk for themselves apparently. How lucky to have you in this thread.

No problem then

Also it would be nice to show us some proof if you claim something

This thread is a real treat to behold. Drops are rng based not based on kill counts. I am 100% sure of this because I farm a LOT. I have gotten items that have a low chance to drop to drop for me 3 times in 10 minutes and then seen it take 2 hours before getting one. But in farming the item I see an average in the drop rate also. It only dropped 3 in ten minutes once and it only took forever once maybe twice. It usually takes 30 to 45 minutes to get a drop.

Just to further clarify the situation I was the only one there. I have done a lot of different types of farming also. Channel switching and staying put. I have farmed areas with lots of players and/or bots and I have farmed completely empty places.

What this whole thing is is called gamblerā€™s fallacy. Believing things have some effect on chance that doesnā€™t exist. I feel like I need to rub my lucky rabbits foot or keep a 4 leaf clover on my desk while farming kinda crap.

Until IMC makes some kind of statement saying for sure that the drops work specific way other than standard rng methods used in basically every game then you can safely say the drops are rng.

Also just as an added bit of argument. It is easier to program drops as randomized then it would be to create a system where drops happen at a specific number of kills like this thread claims. In order to have each monster drop an item on a set kill you need to track the monster actively and also track the same monster for every channel. This is a pretty huge cost to sever side resources and wouldnā€™t make much sense to do when a couple lines of code can do an on death loot generation while needing almost no server side resources.

We already have evidence of DPK. I understand that many people want to deny that it exists due to feeling threatened by it, but it would be best to observe the truth rather than to try to hide from it.

Now, offer some counter proof and then we can take your reply seriously. As of right now, the only evidence that has come forth has shown DPK to exist. The proof you can offer to counter this is showing two DPK items dropping within a short interval on the same channel. When it comes to this topic, one canā€™t debate it with words alone.

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DPK was mentioned in the pre-CBT patch notes:

http://toswiki.treeofsaviorgame.com/patch_notes
Scroll down to October 1st:

  • ā€œChange item drop is affected by DPK (Damage per Kill?)ā€

original patch notes:
http://toswiki.treeofsaviorgame.com/patch_notes_korean
"- ģ•„ģ“ķ…œ ė“œėž ė°©ģ‹ģ“ DPKė”œ ė³€ź²½"

And it was found by data mining the files.

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OMG you just proved DPK does not exist. Thank you kind Sir my eyes have been opened.
Iā€™m not smart like some of the other people here, so I dont require any proof, your words alone are enough to sway my heart.

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This statement is a real treat to behold.

Are we talking about the same game called Tree of Savior?


Speaking of ā€œpretty huge cost to sever side resourcesā€ and common ā€œsenseā€

There are separate timers for each population of mobs on each map.
There are two types of respawn: normal and dynamic (ambush)

To all this, IMC added in iTOS two separate time checkers for most of maps:
2 minutes for small mobs
5 minutes for large mobs


Wake up please, IMCā€™s coders did not search for easy ways

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Yeah the data I found on google about drop rate with percentage seems like the one before this.
One thing I noticed though.
There are evidences of DPK as in recipe drops in this post,
as well as evidences of RNG as in gem drops.
With these 2 I concluded my thought that this game has both drop systems involved, if not 1 overwhelming the other and the other just enhancing the main.
To support what I came up with, when you read the link you posted,
Oct 1st: as you mentioned DPK exists
Oct 14th: Adjusted item drop rate < drop rate can be applied to both percentage and DPK
Oct 17th: Production Boss, Reduced drop probability of Mirtis Headress (Headgear) by ėÆøė„“ķ‹°ģŠ¤ (Mirtis) < probability only applies to percentage but DPK
Oct 22nd: Fixed a problem where some monster have 100% drop rate < proof percentage RNG exists
It doesnā€™t show any patch notes after november, and also IMC refuses to share the information on drop rates(either rates of RNG or DPK). So only way to figure out which item belongs to RNG and which belongs to DPK is to make posts on somewhere now I guess.
Would be really great if those wiki sites with ?% drop rates states needed kills or rounded off percentage for RNG items when it becomes clear for the specific item. Although if it is RNG probably just impossible to get the value at all lol.
This game seriously needs some solid data like back in RO time.

Thanks for the TL;DR :+1:

Finnaly!

You would have come to this conclusion much earlier if you read the thread










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DPK needs to die itā€™s unfair to everybody involved

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Everyone contributing a kill is involved, so its unfair to everybody playing?
Its only a problem once no-one farms on a mob that requires like 10k kills with only a few spawning.
Its neither fair nor unfair on its drop distribution on players, as everyone has the same chance of being the one recieving the drop on first kill or on last kill. Everythin in between (if you only want the drop once) equals RNG.