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.
I guess youāre 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
yo guys i got silver 100/100 kills i have made on everything
RNG confirmed
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.
Iām pretty sure you have to read peopleās 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 donāt do similar tests following the OPās advice properly. Itās like theyāre 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
Iām pretty sure you have to read peopleās post thoroughly if you want to go against them instead of instant bashing and throw words in their mouths.
People canāt talk for themselves apparently. How lucky to have you in this thread.
yep i did, i guess i cant explain my pointā¦ not that good at english
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 gamblerās fallacy. Believing things have some effect on chance that doesnāt 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 wouldnāt 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 canāt debate it with words alone.
Here is some data to back up DPK theory I choosed Mark Tunic as sample. Mark Tunic is rare drop from Black Maize with ā?%ā drop chance. Addons were used for the research: āItem Dropsā, āMonster Trackerā, ācwFarmedā, āLKChannelā Three experiments were made: Experiment #1 - empty channel in during one session. Experiment #2 - channel with people. Experiment #3 - prediction of drop Mark Tunic on empty channel Experiment #1 Experiment #1 was made in 5 sessions: Session 1
SS1. Kill #367. Channelās kill count is reseted SS2. Kill #471 SS3. Kill #580 ā¦
DPK was mentioned in the pre-CBT patch notes:
http://toswiki.treeofsaviorgame.com/patch_notes
Scroll down to October 1st:
- āChange item drop is affected by DPK (Damage per Kill?)ā
original patch notes:
http://toswiki.treeofsaviorgame.com/patch_notes_korean
"- ģģ“ķ
ėė ė°©ģģ“ DPKė” ė³ź²½"
And it was found by data mining the files.
OMG you just proved DPK does not exist. Thank you kind Sir my eyes have been opened.
Iām not smart like some of the other people here, so I dont require any proof, your words alone are enough to sway my heart.
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 wouldnāt 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.
This statement is a real treat to behold.
Are we talking about the same game called Tree of Savior?
Speaking of āpretty huge cost to sever side resourcesā and common āsenseā
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
A while back, Doddler discovered that each map on the server has intervals where it checks whether monsters should spawn yet. Where things become problematic is in the current interval settings: Each map is set to check for small/medium monster spawns every 2 minutes or so, and large monsters every 5 minutes or so. Now, thatās extremely slow, but nothing out of the ordinary yet, right? Well, when Doddler checked some of the monstersā individual spawn timers, each one is actually supposed tā¦
Wake up please, IMCās coders did not search for easy ways
DPK was mentioned in the pre-CBT patch notes:
http://toswiki.treeofsaviorgame.com/patch_notes
Scroll down to October 1st:
- āChange item drop is affected by DPK (Damage per Kill?)ā
original patch notes:
http://toswiki.treeofsaviorgame.com/patch_notes_korean
"- ģģ“ķ ėė ė°©ģģ“ DPKė” ė³ź²½"And it was found by data mining the files.
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°ģ¤ (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 doesnāt 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.
OMG you just proved DPK does not exist. Thank you kind Sir my eyes have been opened.
Iām not smart like some of the other people here, so I dont require any proof, your words alone are enough to sway my heart.
Thanks for the TL;DR
With these 2 I concluded my thought that this game has both drop systems involved
Finnaly!
You would have come to this conclusion much earlier if you read the thread
@FlanFlan Drops Per Kill (DPK) Testing using the gloves from Deadborn Scap Archerās gloves. See the post from @StratosLash for verification. Gloves (according to the test) dropped every ~105th kill regardless of who did the killing on the same channel. Kill count was maintained by farming on an empty channel (verified empty using LKchannel). This only applies to items with the %? drop chance from the datamined iCBT info on TosBase. For a quicker test, OP suggested you can use infrorocktors.
You seem to be of the opinion that IMC would not go though the effort of making two systems, one being RNG based and the other being DPK based. The fact is that not only would this be simple to implement code wise, but it would also make for cleaner drop tables. Instead of having one huge drop table with manually input % drop chances, you have a smaller % drop table for āsmallā things and a second drop table for rare drops that just contains the name of an item with a fixed integer.
If you use TOSBASE.COM for exemple and look for an item and see percentage of drop being ā?%ā means it relie on DPK. Lets see some exemples of DPK itens :
DPK is true, only applies on items that drops with sound on it and a ?% on its drop rate.
Exactly like you said, there is a mix of RNG and DPK on this game. Back in ICBT TOSBASE.com got the hold of the drop table till monsters lv 198 if not mistaken. As you can see the green gem is RNG based. My post and explanation are valid for DPK items, for Lizardman that would be the bloodstone and brigadine armors.
There could also be an RNG system along with DPK. With gems as my example there could be a 1/10,00DPK and then a .001%(1/100,000) for it to drop. Ofc thats pure theory with 0 basis but a possibility non the least.
Huh? But Green Gem from Lizardman is NOT a DPK item, just normal RNG. DPK items are listed as ?%.
It may also just be a mix of DPK on semi rare things while the rarest things are just RNG.
I choosed Mark Tunic as sample. Mark Tunic is rare drop from Black Maize with ā?%ā drop chance.
We can maybe say they use this DPK system on regular drops including semi rare drops. However itās very possible on the really rare items (like monster gems) itās just RNG. So far the testings were on white / blue items or recipes.
DPK needs to die itās unfair to everybody involved
DPK needs to die itās unfair to everybody involved
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.