Tree of Savior Forum

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

Galok has a very low hp and with high competition in channels its hard to hit DPK in your feet. I’m sure my friend gave me the right feedback because he farmed 2 batle bracelets in about 3 hours. I did some math and I’m sure if you dropped a battle bracelet, you can wait about 2 hours and return to that channel and hit DPK in 30 minutes.

killed over 7000 venucelos. no sage wall recipe.

7000 straight in an empty channel?

not completely empty there are a some people who come and go occasionally. and some field boss hunters. and yes 7000 straight in one channel.

Well then it’s entirely possible your drop got stolen. Or you were just unfortunate enough to start farming right after someone else had gotten the drop, since sage wall is apparently 1 in 10,000. Or it might not even be a DPK item since it has a listed droprate on tosbase.

Honestly speaking, I don’t understand the whole fuss about the DPK system. If it truly existed, then you could

1- Use Clairvoyance on a mob A of type T to notice it will drop item X
2- Kill a mob B of type T
3- Use Clairvoyance on mob A and notice it will drop item Y

However, the dropped item was still the same in the tests I made, so that can’t be how the system works. The mob probably knows what item it will drop from the moment it spawned, so the closest thing to a DPK system that could be implemented is a DPS (Drop Per Spawn) system, meaning the drop would come from the N’th mob that spawned after the last time that item was dropped/maintenance/channel crash

I wonder how that would be affected by map elements that despawn mobs like the traps in Alemeth.

As a normal kill? What I suggest is taking the killing / despawning out of the equation. The only thing that matters would be spawning the mob (just like the new Oracle skill will do on rank 8 >:D). Those are just means for the game to notice it needs to spawn another set of mobs after an amount of time.

Sage Wall Recipe is not a DPK item, it has a normal chance to drop (0.01%).

Shredded Piece of Cloth are 0.1% and it still took me over 4,000 kills until one dropped. That is just bad luck, it happens.

@Bramia If you use Clairvoyance on a monster, it acts as if the monster was killed and locks the drops on that monster.

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And you base that on…? I take everything said in this thread from beginning to end as a mix of assumptions and theories but if I was shown a chunk of code or a quote saying it works in one way or another, I’ll gladly accept it as truth :confused:

After farming 13 Agvara recipes (2x loot) it’s obvious that DPK exists, getting consistent loot after following these patterns.
The main problem i faced is this: If the recipe/rare item is contained on X mob, and you don’t kill that mob, the DPK won’t reset until you kill that mob, no matter if you kill double the amount of mobs required for it to drop.

My main concern is about gems, certain mobs like Mauros, have a very low quantity and respawn rate, so, does the “10k” kills for gem, count on those kind of mobs? Or there’s a direct proportionality with the amount of mobs on certain maps.

I don’t really see why drop per spawn or drop per kill would be coded.

Everyone seems to be jumping the shark. If there is an easier way to do something that functions statistically fine then they would do that over a needlessly complicated system that has to unnecessarily keep count and database numbers of the number of spawns or kills.

Kill the monster - Dice roll - Drop chosen by RNG

There’s no logical reason for it to be any more complicated. And as others have said it is significantly easier to just perform the dice roll on use of clairvoyance to lock the drops.

I’m going to guess that the statistics are probably perfectly fine and everything people have anecdotally observed is just baseless superstition, like the superstitious rituals people perform for anvil upgrades that do nothing too.

Unless someone can come up with a reasonable reason that a developer would choose to make something significantly more complicated to write. Occam’s Razer - the simplest answer is almost always correct. Especially true when it comes to employees that don’t want to do more work than they absolutely HAVE to do on any individual problem.

Although the superstitions are funny. Someone should start a tos church of RNG.

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Calculating the drop at spawn wouldn’t make sense because, if the server or channel died, each mob would have to have every item recalculated on spawn, and this would also occur after maintenance; there would be thousands of mobs calling the drop function at once–even though a lot of these mobs wouldn’t be killed for potentially hours. It wouldn’t be a smart or efficient way to go about it (INB4: “…but we’re talking about IMC”).

Also, it should be noted that the majority of games call the drop function when a mob’s HP reaches zero–making lordshredder’s statement the most logical and probable conclusion to draw.

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Managed to get 4 Shaman Doll cottons within ~500ish kills. I wanna believe its pure RNG, but maybe the outcome would of been different if there were other peeps in the channel hunting too.

I totally agree with the first paragraph, but now we’re taking down everything being written above (about the whole DPK thing) because if it were true, neither would people get 2 drops of a rare thing within 10 minutes (and we all had that lucky moment, or a rare drop after who knows how many days of farming.

I’d love to believe there’s a cap of kills that would make a drop a 100% certain, but if it were client sided, it’d be hackable and if it were server sided it’d be a horrible amount of data (it’d explain my lag! :o)

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Only a few of us, have done the painful job of farming 15-20 hours straight after maintenance to confirm if this system works. I’m one of those and anyone who played Ragnarok Online knows the huge difference between RNG and DPK.

You guys would need to play a server alone to understand the difference.

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As far as the DPK argument is concerned, I can only say that monster gems, blue orbs, red orbs, clubs, and rods obtained from infrorocktors tightly follow DPK conventions.

After killing 90,000 of them in two and a half days, the patterns were easily noticeable. I never had a monster gem, a red orb, or a blue orb drop within 8000 kills of each other, and I believe that number may even be 9000, but I can’t say that with 100% certainty. I was mostly preoccupied with obtaining the white boater at the time.

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@PWICE
This is a weird case since there are two maps where Shaman Dolls can spawn now:

Mage Tower 2F

Sicarius 1F

The Mage Tower 2F Shaman Dolls have their Cotton drop chance listed as 0.4% so it’s likely that the Shaman Dolls in Sicarius 1F have the same random chance and not DPK.
The reason why it’s listed as ?% is because the Orsha maps were implemented later.

Lol maybe. Most I’ve done was farming for 3 hours for mithrils and I indeed got 2 of them after around 1k* kills for each

It’s not superstition, it’s a very logical assumption when you’ve been farming something for a certain amount of time and start to realize they drop at nearly exact intervals. A truly random system would not do that. I had my doubts when people mentioned this very early on in ICBT2 but after farming a lot of wizard bracelets it became startlingly obvious that something about the system was not purely random.

I still stand by it being PRD rather than actual DPK, because there is still variance.