El_Borracho wrote: »The funny part? Even before subclassing, and with all of the changes you have discovered, NB in Cyrodiil was a top performer. By far. Which says a lot about what they did to the other classes.
Alinhbo_Tyaka wrote: »katanagirl1 wrote: »I don’t think much of it is true random rolls. Just look at something like the stickerbook, there are more weapons than armor but the weapons always drop last. There has to be some probability assigned to each type to get what I have experienced.
This is because different types of monsters drop different items.
For example, in overland:
Delves: belts and boots
Public Dungeons: Shoulders, Gloves and Weapons (bosses)
World Bosses: Head, Chest, Legs and Weapons
^ this was a general rule before, I can't say for certain it applies to every zone, but I know it's still generally true from recent experience.
The same goes for dungeons and (conventional) trials with minibosses, bosses and final bosses having different loot tables. Final bosses only drop jewelry, weapons and shields. The mini-trials have different loot rules.
On top of that, I think account ids factor into seeding because it's pretty common to repeatedly get the same drop from the same kind of encounter if they're not added to a collection. I haven't studied this at all, it's just a guess. There could be other reasons for that.
On the greater topic:
I don't think the rng is that bad in terms of percentages, but it can seem that way because of the sheer number of rng drops in the game necessarily means that we sometimes fall into outlier territory.
I often wondered if there isn't a problem with the game's pseudo random number initialization since random() will give the same sequence of numbers for the same seed value. Whether it's an uninitialized variable, a calculation, using the system clock, etc I can't say but it feels like other times I've run across pseudo random number problems similar to this game's RNG. It could also explain why some players seems to be more affected bad RNG compared to others since any of the items I listed are machine dependent.
NightravenG wrote: »I got a problem with the Groupdungeon Bedlam Veil. When porting in I can not get an enemy in target and can not do heavy attacks or casting skills at them. so i can not do damage or spot them. Unfortunately I think it is connected to an addon. So if I go in without any addon active I can get enemies in target and can activate the addons again and can target enemies. but sometimes after the first trashgroup the bug reappears.
Also I can not figure out which addon is causing this. Has anyone the same problem? Every help appreciated