Tree of Savior Forum

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

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.

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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

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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.
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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 :stuck_out_tongue: (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 :wink:

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.

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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. :mask:


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! :wink: :wink: :wink: :wink: :wink: Just have fun killing a low spawn monster for days straight! hehe! :slight_smile: Be sure you don’t sleep or you will miss your shot!

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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…

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All I read here are speculations without any kind of evidence at all… I call bullshit.

640 is “very similar” to 384?

The number of brain dead people storming into this thread and call bs is too damn high.

A theory is only ever assumed to be true until proved otherwise

This research is for the greater good, benefit for everyone. I’m not 100% sure this is true or not, but I’m pretty sure those bs call won’t get us anywhere.

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Most of these high kill counts are from people that changes channel constantly ignoring this DPK system.

Anyway, yesterday we got another Q&A and none of this “issue”, well done IMC, are you losing potential players an buyers every second. clap clap clap

rofl. really, all theories are assumed to be true? where you pick this up from?

Scientific theories are generally considered ‘true,’ yes. Because they’ve undergone years of testing and peer review. But this isn’t a theory, it’s a hypothesis. You require rigorous research for a hypothesis to ever be considered a theory. So far we’ve seen a few anecdotal accounts and no actual large scale organized testing, no control, no nothing. It’s all just speculation.

You should try to read carefully before asking for agrue.

In additional to post below I gathered more info

1. Silver mob and kill count

SS1. Kill #3287. Channel's kill count is reseted

SS2. Kill #3346. Silver mob

SS3. Kill #3393. Next Mark Tunic was dropped

So as i mentioned before the range of kills to drop Mark Tunic is {96-109}
I was on empty channel (checked with LKChannel). As you can see Mark Tunic from silver mob didn’t reset channel’s kill count. It didn’t produce sound as well.

2. Clairvoyance

Clairvoyance is oracle’s skill. I bought skill scrolls of it to test how it works with DPK items. On video below you can see same experiment #1 but instead of killing i was using Clairvoyance on mobs of DPK’s range for Mark Tunic {96-109}. Last drop of Mark Tunic was on kill #3393 so i started record video from kill #3488 (3393+95=3488. sick math skill)

Video

https://www.youtube.com/watch?v=xHMO-CTsxYQ

As you can see Clairvoyance fixed Mark Tunic on one specific mob (“kill” #3498)

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For backup to the Clairvoyance claim, here’s a picture of me getting a Battle Bracelet from a Galok. Note that before this, the mob had just spawned without the battle bracelet, but then I used “Resetting” once on this mob. I assume resetting just “respawns” the mob’s loot table with +1 dpk count.

Unfortunately, with how populated Tenet is with bots and actual players, it’s difficult to get an exact count on the dpk for Battle Bracelets.

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Best way to prove if DPK is real is testing it on Pavaisa. Only 1 Pavaisa mob per channel and it has a fixed spawn spot. So count how many Pavaisa shield recipes you get per number of kills.

Heh… I was actually thinking that the system worked like this, as I saw a pattern in how things were being dropped when farming certain things over very long periods of time.