Tree of Savior Forum

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

The items i tested are full DPK, those items people are talking about would require a empty channel to prove that they are DPK. DPK sadly is in place and i fear it may reset the kill count on maintence but that i will test today.

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Oh yes i was just saying there seems to be a mix of dpk and rng in some cases and people are seeing this with other drops and telling you that you must be wrong xD which i don’t believe you are. Though even what you where farming could be 99% drop at 500 kills, still dpk but with a bit of rng thrown in. However it’s also highly likely it was 100% chance at 500 kills. Anywho i wish you luck with your testing. The consensus seems to be dpk is reset after maintanence, which indeed sucks. That would mean there’s little point in farming high dpk drops at the end of the week. Do you mind if i pm you after maintanence since you are not going to post your results anymore? I am interested in your findings.

I just setup some computer code that mimics a DPK drop system and I really don’t like what I see. It doesn’t reward effort but basically rewards who got the final kill at the right time.

Someone could be hard at work killing this enemy for 6 hours and not see a drop because someone passing through decided to use a few spells, kill like 5 of them and just so happened to be the killing blow.

It really seems to be anti-effort. It IS RNG though but it’s a lottery based RNG. You can buy 500 lottery tickets and that one lucky person with his 1 lottery ticket wins and you lose anyways.

I really can’t respect a system like this if it really is true and will probably encourage me to quit playing this game completely.

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Combine it with the low spawn rate of monsters, heck if someone ksed your last monster I’m gonna be pissed off. In higher tier maps with large hp mobs and crazy damage, having a dpk drop is utterly heartbreaking.

thanks @Bald_Dad for the time and effort, I was lucky enough to read the full original post, It was presented very neatly proof that you put a lot of heat into it. Sadly this community is very toxic and full of closed minded people

On the bright side, if gives me hope since the drop rate can be controlled
but then again the conditions are not :sob:

Now I need to assasinate all of you and all who shared this info, and keep this knowledge to myself…:imp:

nothing personal…

I feel like it promotes even further the ideaology of looking at fellow players on the map as an enemy. Already so many players get upset by others sharing a map with them, this will make it even worse x_x

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Now you start with that non-sense too. It certainly doesn’t reward effort, but RNG doesn’t reward effort either. RNG is the very same, you can kill 50000 monsters and get no item. Someone kills the monster one time only and gets item. This is the case in both systems. So if you quit over such a system, why did you start playing an MMORPG in the first place knowing that the drops are random?

The only system that would reward effort would be player-specific DPK. But as mentioned earlier such a system would in turn ruin the market system in exchange.

So all has ups and downs.

Well here are the results of my code testing it does appear to be rewarding the bot who is killing more enemies than the player and the random player showing up:

http://puu.sh/pI1PS/cceabf076b.png

However, if you consider how long it takes someone to kill say… 100,000 enemies even having a chance for random player showing up and getting the drop over you who put in all that effort is extremely discouraging and this code does NOT factor in the time it takes to reach this kill count.

If anyone is C# savvy you can view my code here it’s too big to post on the forums.

The way I handled the random player is the assumption that a 50% chance that a random player COULD show up and then a 10% chance this player actually WILL show up and kill just 10 enemies before leaving the area which adds up to roughly 7k give or take kills out of 100,000 :

http://pastebin.com/3hzVwHrU

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Something seems weird about your results.

If boater drops every 100000 kills and there are only 100000 kills total, why is your result that 529 boaters dropped? It should only be 1.

Also a player that just randomly pops up and does 10 kills could only get 1 boater max.

At least if we had pure rng people wouldn’t view others as enemys on a map. You wouldn’t have to be worried about competing with bots for your item either. I personally am not thrilled about this system either. I think ToS needs to take more steps to help players come together not all seperate into seperate channels and yell at each other if a player is grinding in the same map like we see now and if the dpk thing is true this will only get worse. At least if we had higher spawn rates and personal dpk or pure rng people might actually like to join together more before those higher levels when you need to party. I know i certainly will not feel like grinding for an item when others are in a map, it feels bad knowing you are doing all the hard work for others to potentially swoop in and profit. At leadt pure rng is fair for everyone.

I don’t think you understand what you are looking at. 529 boaters dropped because I ran the code 529 times. Every time a boater dropped the total kills went back to 0 and I ran the code again. This was to generate a large sample size.

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But that’s just a psychological effect. So the solution would be to trust that it’s RNG and ignore people who say otherwise.

How do you determine when the guy who does 10 kills shows up then?

Exactly how it would be determined in real time. The random guy who shows up and does 10 kills just happened to deal those 10 kills when 10 or less kills were required to get the drop.

Can you elaborate? Because it’s very important WHEN he shows up. If he shows up when count is 0-99989 then he won’t get drop, he will only get drop when he shows up when count is 99990-99999. The chance for him to show up at the exactly right time is 0.01% in that case. So how can you conclude that he gets 36 boaters in 529 attempts? 36 of 529 on a 0.01% chance is a pretty big coincidence.

But it’s not pure rng and i know it’s not pure rng xD why would i feel comfortable grinding for an item that a bot can steal and profit off of? I’m not gonna quit the game over this but part of my endgame was going to be headgear and other rare item hunting. This puts quite a damper on my outlook towards doing that. At least with rng, if i see someone get the drop i want i can still hope to get that drop right after instead of having to kill another 100k just for a chance.

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Sure. I decided to write into my code that every cycle of the loop that runs, there’s a 10% chance for a player to show up and kill 10 enemies. The loop runs 100,000 times.

Random players in this case amount to roughly 7000 kills out of 100,000 total kills needed.

If you have a better mathematical equation for the random players showing up I will be glad to hear it and will sample it in the code for you to see those results.

Edit - Correction. There’s a 50% chance that the random player COULD show up and then a 10% chance that he actually DOES show up! Very important detail I forgot to mention.

How do you know it’s not pure RNG? Just because some random guy on the forum says so with wrong thought chains and without any proof?

But he doesn’t steal any item from you. If he gets it he was just more lucky to get the 10000th kill. Same as with RNG.

Also RNG is not random either, it’s a deterministic chain of numbers that takes the next number on each function call. If a rare item drops only on a roll of “1”, then you still compete with all other function calls over the one that returns “1”.

Ok, that makes more sense then.

So basically:
61801 kills = 307 drops
30900 kills = 186 drops
7000 kills = 36 drops

Looks fine to me.

And still RNG gives the exactly same result.