


Ohhgrizyyy wrote: »First off, I completely agree with a token system for VMA/Undaunted chests...Secondly I'm very impressed by all the information you supplied but thirdly I'm so curious. How did you actually get all of this information?
D0ntevenL1ft wrote: »VMA system is starting to get very annoying. I got 3 sharpened restos back to back to back. Got my flawless title and got decisive sword and board.
Random loot not having anything to do with performance is just ridiculous.
Now that I have a leaderboard score I'm just running speed runs taking every sigil since there's no inclination to do better.
Have rewards somehow reflect performance without hurting others who simply run for completion.
(1/96)^3 = 1/884736 = 0,000113%
The math is actually not that serious, since you can basically treat it as an urn problem, more specific a binomial distribution. If you are more interested in it just check out the thread in my signature.Wow, some serious maths has gone into this! I gues i got lucky with my vma sharp inferno drop after around 120 runs!
SublimeSparo wrote: »18 months or so of vma, hundreds of runs and leaderboards and i have not got any of the following sharpened weapons-
Inferno, lightning, dagger, axe, greatsword or battleaxe.
Ie any of the desired drops from vma for either stam or magic.
My friend got pretty much every sharpened weapon in ~25 runs
It took 1 year and the double drop event before i even received my first sharpened offensive weapons- the bow and 2 mauls.
Part of the reason i switched from EU to NA was to see if i had better vma rng... but no joy, it appears bad rng is account bound
On a side note I know of a group of people who abused the vmol glitch to open literally thousands of chests and only found 1 sharpened moondancer inferno and lightning staff, and 0 swords between them-
Think about that for a second, the rng in this game is sooo bad that even exploiting essentially limitless fast drops did not yield a desired item... There just aren't words to describe that
D0ntevenL1ft wrote: »SublimeSparo wrote: »18 months or so of vma, hundreds of runs and leaderboards and i have not got any of the following sharpened weapons-
Inferno, lightning, dagger, axe, greatsword or battleaxe.
Ie any of the desired drops from vma for either stam or magic.
My friend got pretty much every sharpened weapon in ~25 runs
It took 1 year and the double drop event before i even received my first sharpened offensive weapons- the bow and 2 mauls.
Part of the reason i switched from EU to NA was to see if i had better vma rng... but no joy, it appears bad rng is account bound
On a side note I know of a group of people who abused the vmol glitch to open literally thousands of chests and only found 1 sharpened moondancer inferno and lightning staff, and 0 swords between them-
Think about that for a second, the rng in this game is sooo bad that even exploiting essentially limitless fast drops did not yield a desired item... There just aren't words to describe that
Hate to say it but I've ran VMA about 15-18 times and got sharpened greatsword , lightning, and inferno; yet I haven't seen a single bow drop yet.
NewBlacksmurf wrote: »Please stop referring to it as RNG cause nothing about it is random as you and hundreds of others have shown. It's a loot table
This is precisely why ZoS has zero incentive to change anything about the game's drop rate. The fact people will continue to chase the carrot is everything needed to keep the revenue stream moving along.And all the threads with people posting their first 100 vMA drops showcase exactly that problem.
NewBlacksmurf wrote: »Please stop referring to it as RNG cause nothing about it is random as you and hundreds of others have shown. It's a loot table
It is a loot table with drop chances for every item, say two items with 40% and 60% drop chance. When you now take your loot the game will calculate a random number between 0 and 1. if it is within 0.0-0.4 you get item one, if it is within 0.4-1.0 you get item 2. So the loot table only determines the range within a random number has to be in order for you to get the item, but the system itself is based on a random number generator.
Where have I shown that this system is not random???
Show me 2 people with exactly the same loot every time...
NewBlacksmurf wrote: »NewBlacksmurf wrote: »Please stop referring to it as RNG cause nothing about it is random as you and hundreds of others have shown. It's a loot table
It is a loot table with drop chances for every item, say two items with 40% and 60% drop chance. When you now take your loot the game will calculate a random number between 0 and 1. if it is within 0.0-0.4 you get item one, if it is within 0.4-1.0 you get item 2. So the loot table only determines the range within a random number has to be in order for you to get the item, but the system itself is based on a random number generator.
Where have I shown that this system is not random???
Show me 2 people with exactly the same loot every time...@GilGalad
No......that's why I'm saying stop calling it RNG
It's not a random number, it's a set and filtered result by location, NPC, etc so the results within that loot table aren't random.
It's very obvious from a few very detailed threads, the loot possibilities are pre set.
Basically it's if this and then that player 0% of this, has 20% to get this with x% of said traits, 60% to get this with x% of said trait but if one previous happens, it excludes any other result due to how the tiered and filters work in their tables.
The traits aren't even random as they also have pre set % chances so it's misleading to write RNG cause their tables are a few pre-set chances with specific excluded chances of other items.
If it were random then those who ...for example....ran vMSA over 1,000 times would more than likely have found their desired item but that's not the case. It was either in the forums or on ESO Live way back over a year ago when they talked about adjusting their loot tables and they literally talked about certain items and certain traits having pre-set drop chances set but where if x happened y couldn't. That's not random at all
The way it works is...
Rejuvenate staff may have an 80% drop rate and powered trait may have 5% chance but the rejuvenate staff and powered trait are only possible if the other staves don't drop.
Ok....
So then you realize each staff has its own different % but can only drop from one NPC or chest.
Ok...
So then there are those other weapons and each have their own % chances with differing trait % chances
Ok....
So then you realize ZOS has changed the % of each for all more than once since vMSA released.
Ok...
Then for set items.....limited to X dungeon or X location above ground and only drops from 1,2 or 3 NPCs but in a group each player has their own different chances but can share loot drops.
Ok....
So then player decide to run a vet dungeon for one specific helm with 3 others and they run it for a month 4-5 times each day and out of all those runs the helm with their trait never drops for any player.
So.....if a specific weapon is chosen which can be argued as RNG, the probability of that weapon being selected over other weapons now goes into another filter where the trait has a % among the other existing lootable traits. Some have all while others have been removed but where the % of each all differ.
More clear is a key drops and a player takes 100 keys and opens the same chest for monster shoulders but the shoulders can be argued as random but the traits for the random shoulder aren't random as they too are pre-set.
I know the item and the traits are pre-set on a % which isn't 1-100% among other gear of the same type
How is that random?
It's a loot table or what's described as games of chance not random, right.
That's why I'm saying stop calling it RNG
Chance can't be calculated to a % where random should be calculated to a %
At least thats how I discuss the two
SublimeSparo wrote: »18 months or so of vma, hundreds of runs and leaderboards and i have not got any of the following sharpened weapons-
Inferno, lightning, dagger, axe, greatsword or battleaxe.
Ie any of the desired drops from vma for either stam or magic.
My friend got pretty much every sharpened weapon in ~25 runs
It took 1 year and the double drop event before i even received my first sharpened offensive weapons- the bow and 2 mauls.
Part of the reason i switched from EU to NA was to see if i had better vma rng... but no joy, it appears bad rng is account bound
On a side note I know of a group of people who abused the vmol glitch to open literally thousands of chests and only found 1 sharpened moondancer inferno and lightning staff, and 0 swords between them-
Think about that for a second, the rng in this game is sooo bad that even exploiting essentially limitless fast drops did not yield a desired item... There just aren't words to describe that
DjMuscleboy02 wrote: »D0ntevenL1ft wrote: »SublimeSparo wrote: »18 months or so of vma, hundreds of runs and leaderboards and i have not got any of the following sharpened weapons-
Inferno, lightning, dagger, axe, greatsword or battleaxe.
Ie any of the desired drops from vma for either stam or magic.
My friend got pretty much every sharpened weapon in ~25 runs
It took 1 year and the double drop event before i even received my first sharpened offensive weapons- the bow and 2 mauls.
Part of the reason i switched from EU to NA was to see if i had better vma rng... but no joy, it appears bad rng is account bound
On a side note I know of a group of people who abused the vmol glitch to open literally thousands of chests and only found 1 sharpened moondancer inferno and lightning staff, and 0 swords between them-
Think about that for a second, the rng in this game is sooo bad that even exploiting essentially limitless fast drops did not yield a desired item... There just aren't words to describe that
Hate to say it but I've ran VMA about 15-18 times and got sharpened greatsword , lightning, and inferno; yet I haven't seen a single bow drop yet.
So you've gotten 6 sharpened weapons in 18 runs?...Jesus I'm sitting at nearly 500 and have also only seen 6 sharpened weapons total
Please do something about this RNG, combined with the broken content it really makes for a *** time.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »Please stop referring to it as RNG cause nothing about it is random as you and hundreds of others have shown. It's a loot table
It is a loot table with drop chances for every item, say two items with 40% and 60% drop chance. When you now take your loot the game will calculate a random number between 0 and 1. if it is within 0.0-0.4 you get item one, if it is within 0.4-1.0 you get item 2. So the loot table only determines the range within a random number has to be in order for you to get the item, but the system itself is based on a random number generator.
Where have I shown that this system is not random???
Show me 2 people with exactly the same loot every time...@GilGalad
No......that's why I'm saying stop calling it RNG
It's not a random number, it's a set and filtered result by location, NPC, etc so the results within that loot table aren't random.
It's very obvious from a few very detailed threads, the loot possibilities are pre set.
Basically it's if this and then that player 0% of this, has 20% to get this with x% of said traits, 60% to get this with x% of said trait but if one previous happens, it excludes any other result due to how the tiered and filters work in their tables.
The traits aren't even random as they also have pre set % chances so it's misleading to write RNG cause their tables are a few pre-set chances with specific excluded chances of other items.
If it were random then those who ...for example....ran vMSA over 1,000 times would more than likely have found their desired item but that's not the case. It was either in the forums or on ESO Live way back over a year ago when they talked about adjusting their loot tables and they literally talked about certain items and certain traits having pre-set drop chances set but where if x happened y couldn't. That's not random at all
The way it works is...
Rejuvenate staff may have an 80% drop rate and powered trait may have 5% chance but the rejuvenate staff and powered trait are only possible if the other staves don't drop.
Ok....
So then you realize each staff has its own different % but can only drop from one NPC or chest.
Ok...
So then there are those other weapons and each have their own % chances with differing trait % chances
Ok....
So then you realize ZOS has changed the % of each for all more than once since vMSA released.
Ok...
Then for set items.....limited to X dungeon or X location above ground and only drops from 1,2 or 3 NPCs but in a group each player has their own different chances but can share loot drops.
Ok....
So then player decide to run a vet dungeon for one specific helm with 3 others and they run it for a month 4-5 times each day and out of all those runs the helm with their trait never drops for any player.
So.....if a specific weapon is chosen which can be argued as RNG, the probability of that weapon being selected over other weapons now goes into another filter where the trait has a % among the other existing lootable traits. Some have all while others have been removed but where the % of each all differ.
More clear is a key drops and a player takes 100 keys and opens the same chest for monster shoulders but the shoulders can be argued as random but the traits for the random shoulder aren't random as they too are pre-set.
I know the item and the traits are pre-set on a % which isn't 1-100% among other gear of the same type
How is that random?
It's a loot table or what's described as games of chance not random, right.
That's why I'm saying stop calling it RNG
Chance can't be calculated to a % where random should be calculated to a %
At least thats how I discuss the two
1. Every chance can be calculated to a %.
2. Random is nothing you express in % its a characterization of a process. If you have a process with a fixed input (open loot box) and non-fixed output (different possible items) its a random process. How often you get an item after a large number of repetitions of the process is determined by a prefixed probability, the "chance to get the item". As long as you don't know what you are looting before you loot it, it is a random process and therefore related to RNG.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »Please stop referring to it as RNG cause nothing about it is random as you and hundreds of others have shown. It's a loot table
It is a loot table with drop chances for every item, say two items with 40% and 60% drop chance. When you now take your loot the game will calculate a random number between 0 and 1. if it is within 0.0-0.4 you get item one, if it is within 0.4-1.0 you get item 2. So the loot table only determines the range within a random number has to be in order for you to get the item, but the system itself is based on a random number generator.
Where have I shown that this system is not random???
Show me 2 people with exactly the same loot every time...@GilGalad
No......that's why I'm saying stop calling it RNG
It's not a random number, it's a set and filtered result by location, NPC, etc so the results within that loot table aren't random.
It's very obvious from a few very detailed threads, the loot possibilities are pre set.
Basically it's if this and then that player 0% of this, has 20% to get this with x% of said traits, 60% to get this with x% of said trait but if one previous happens, it excludes any other result due to how the tiered and filters work in their tables.
The traits aren't even random as they also have pre set % chances so it's misleading to write RNG cause their tables are a few pre-set chances with specific excluded chances of other items.
If it were random then those who ...for example....ran vMSA over 1,000 times would more than likely have found their desired item but that's not the case. It was either in the forums or on ESO Live way back over a year ago when they talked about adjusting their loot tables and they literally talked about certain items and certain traits having pre-set drop chances set but where if x happened y couldn't. That's not random at all
The way it works is...
Rejuvenate staff may have an 80% drop rate and powered trait may have 5% chance but the rejuvenate staff and powered trait are only possible if the other staves don't drop.
Ok....
So then you realize each staff has its own different % but can only drop from one NPC or chest.
Ok...
So then there are those other weapons and each have their own % chances with differing trait % chances
Ok....
So then you realize ZOS has changed the % of each for all more than once since vMSA released.
Ok...
Then for set items.....limited to X dungeon or X location above ground and only drops from 1,2 or 3 NPCs but in a group each player has their own different chances but can share loot drops.
Ok....
So then player decide to run a vet dungeon for one specific helm with 3 others and they run it for a month 4-5 times each day and out of all those runs the helm with their trait never drops for any player.
So.....if a specific weapon is chosen which can be argued as RNG, the probability of that weapon being selected over other weapons now goes into another filter where the trait has a % among the other existing lootable traits. Some have all while others have been removed but where the % of each all differ.
More clear is a key drops and a player takes 100 keys and opens the same chest for monster shoulders but the shoulders can be argued as random but the traits for the random shoulder aren't random as they too are pre-set.
I know the item and the traits are pre-set on a % which isn't 1-100% among other gear of the same type
How is that random?
It's a loot table or what's described as games of chance not random, right.
That's why I'm saying stop calling it RNG
Chance can't be calculated to a % where random should be calculated to a %
At least thats how I discuss the two
1. Every chance can be calculated to a %.
2. Random is nothing you express in % its a characterization of a process. If you have a process with a fixed input (open loot box) and non-fixed output (different possible items) its a random process. How often you get an item after a large number of repetitions of the process is determined by a prefixed probability, the "chance to get the item". As long as you don't know what you are looting before you loot it, it is a random process and therefore related to RNG.
No it can't, that was the point of that long wall of text. That makes it chance which is explained similar but different due to not being able to calculate it.
Each person can quantify their chances results but there isn't a standard % that applies to all
It's a chances game of chances with unlimited random results.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »Please stop referring to it as RNG cause nothing about it is random as you and hundreds of others have shown. It's a loot table
It is a loot table with drop chances for every item, say two items with 40% and 60% drop chance. When you now take your loot the game will calculate a random number between 0 and 1. if it is within 0.0-0.4 you get item one, if it is within 0.4-1.0 you get item 2. So the loot table only determines the range within a random number has to be in order for you to get the item, but the system itself is based on a random number generator.
Where have I shown that this system is not random???
Show me 2 people with exactly the same loot every time...@GilGalad
No......that's why I'm saying stop calling it RNG
It's not a random number, it's a set and filtered result by location, NPC, etc so the results within that loot table aren't random.
It's very obvious from a few very detailed threads, the loot possibilities are pre set.
Basically it's if this and then that player 0% of this, has 20% to get this with x% of said traits, 60% to get this with x% of said trait but if one previous happens, it excludes any other result due to how the tiered and filters work in their tables.
The traits aren't even random as they also have pre set % chances so it's misleading to write RNG cause their tables are a few pre-set chances with specific excluded chances of other items.
If it were random then those who ...for example....ran vMSA over 1,000 times would more than likely have found their desired item but that's not the case. It was either in the forums or on ESO Live way back over a year ago when they talked about adjusting their loot tables and they literally talked about certain items and certain traits having pre-set drop chances set but where if x happened y couldn't. That's not random at all
The way it works is...
Rejuvenate staff may have an 80% drop rate and powered trait may have 5% chance but the rejuvenate staff and powered trait are only possible if the other staves don't drop.
Ok....
So then you realize each staff has its own different % but can only drop from one NPC or chest.
Ok...
So then there are those other weapons and each have their own % chances with differing trait % chances
Ok....
So then you realize ZOS has changed the % of each for all more than once since vMSA released.
Ok...
Then for set items.....limited to X dungeon or X location above ground and only drops from 1,2 or 3 NPCs but in a group each player has their own different chances but can share loot drops.
Ok....
So then player decide to run a vet dungeon for one specific helm with 3 others and they run it for a month 4-5 times each day and out of all those runs the helm with their trait never drops for any player.
So.....if a specific weapon is chosen which can be argued as RNG, the probability of that weapon being selected over other weapons now goes into another filter where the trait has a % among the other existing lootable traits. Some have all while others have been removed but where the % of each all differ.
More clear is a key drops and a player takes 100 keys and opens the same chest for monster shoulders but the shoulders can be argued as random but the traits for the random shoulder aren't random as they too are pre-set.
I know the item and the traits are pre-set on a % which isn't 1-100% among other gear of the same type
How is that random?
It's a loot table or what's described as games of chance not random, right.
That's why I'm saying stop calling it RNG
Chance can't be calculated to a % where random should be calculated to a %
At least thats how I discuss the two
1. Every chance can be calculated to a %.
2. Random is nothing you express in % its a characterization of a process. If you have a process with a fixed input (open loot box) and non-fixed output (different possible items) its a random process. How often you get an item after a large number of repetitions of the process is determined by a prefixed probability, the "chance to get the item". As long as you don't know what you are looting before you loot it, it is a random process and therefore related to RNG.
willymchilybily wrote: »
Now down to brass tax. vMSA weapons
B.I.S. : sharpened, precise,nirnhoned mostly in that order depending on content/CP allocation/weapon. (infused on some weapons can also be)
Ok/poor: defending, powered, infused
Bad: decisive, training(supposedly training is not in the loot tables?),
Rage inducingly bad: charged
who thought to put CHARGED, (+220% proc chance) ON A GUARANTEED PROC ENCHANT! my inferno-staff was a long time coming. i got one with the trait charged. I don't need the increased chance of a proc, because of the nature of the enchant, To complete the hardest solo content, work hard enough to get on the leader boards, run it enough times to get the weapon the player wants, and then to see that.... Its absolutely gutting.
What is the thought process here. "we wont be cruel enough to put training on vMA drops. but something that has even less benefit seems just dandy". Even running it on 1 maelstrom DW 1 hander would not excuse the inclusion of this trait. This trait is actually and quite literately of no benefit (AFAIK?) for all other weapons. please can we get it removed from the options?
vMA is something that ensures revenues for Black Desert Online by filtering a significant amount of competitive end game players out of the game due to RNG frustration and sending them to the pretty much only alternative out there (BDO). People that got Sharpened vMA Infernos after the trait pollution patch are so rare.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »Please stop referring to it as RNG cause nothing about it is random as you and hundreds of others have shown. It's a loot table
It is a loot table with drop chances for every item, say two items with 40% and 60% drop chance. When you now take your loot the game will calculate a random number between 0 and 1. if it is within 0.0-0.4 you get item one, if it is within 0.4-1.0 you get item 2. So the loot table only determines the range within a random number has to be in order for you to get the item, but the system itself is based on a random number generator.
Where have I shown that this system is not random???
Show me 2 people with exactly the same loot every time...@GilGalad
No......that's why I'm saying stop calling it RNG
It's not a random number, it's a set and filtered result by location, NPC, etc so the results within that loot table aren't random.
It's very obvious from a few very detailed threads, the loot possibilities are pre set.
Basically it's if this and then that player 0% of this, has 20% to get this with x% of said traits, 60% to get this with x% of said trait but if one previous happens, it excludes any other result due to how the tiered and filters work in their tables.
The traits aren't even random as they also have pre set % chances so it's misleading to write RNG cause their tables are a few pre-set chances with specific excluded chances of other items.
If it were random then those who ...for example....ran vMSA over 1,000 times would more than likely have found their desired item but that's not the case. It was either in the forums or on ESO Live way back over a year ago when they talked about adjusting their loot tables and they literally talked about certain items and certain traits having pre-set drop chances set but where if x happened y couldn't. That's not random at all
The way it works is...
Rejuvenate staff may have an 80% drop rate and powered trait may have 5% chance but the rejuvenate staff and powered trait are only possible if the other staves don't drop.
Ok....
So then you realize each staff has its own different % but can only drop from one NPC or chest.
Ok...
So then there are those other weapons and each have their own % chances with differing trait % chances
Ok....
So then you realize ZOS has changed the % of each for all more than once since vMSA released.
Ok...
Then for set items.....limited to X dungeon or X location above ground and only drops from 1,2 or 3 NPCs but in a group each player has their own different chances but can share loot drops.
Ok....
So then player decide to run a vet dungeon for one specific helm with 3 others and they run it for a month 4-5 times each day and out of all those runs the helm with their trait never drops for any player.
So.....if a specific weapon is chosen which can be argued as RNG, the probability of that weapon being selected over other weapons now goes into another filter where the trait has a % among the other existing lootable traits. Some have all while others have been removed but where the % of each all differ.
More clear is a key drops and a player takes 100 keys and opens the same chest for monster shoulders but the shoulders can be argued as random but the traits for the random shoulder aren't random as they too are pre-set.
I know the item and the traits are pre-set on a % which isn't 1-100% among other gear of the same type
How is that random?
It's a loot table or what's described as games of chance not random, right.
That's why I'm saying stop calling it RNG
Chance can't be calculated to a % where random should be calculated to a %
At least thats how I discuss the two
1. Every chance can be calculated to a %.
2. Random is nothing you express in % its a characterization of a process. If you have a process with a fixed input (open loot box) and non-fixed output (different possible items) its a random process. How often you get an item after a large number of repetitions of the process is determined by a prefixed probability, the "chance to get the item". As long as you don't know what you are looting before you loot it, it is a random process and therefore related to RNG.
No it can't, that was the point of that long wall of text. That makes it chance which is explained similar but different due to not being able to calculate it.
Each person can quantify their chances results but there isn't a standard % that applies to all
It's a chances game of chances with unlimited random results.
The point of your long wall of text is that you have a different thinking about RNG, random processes and chances than me and probably everyone I met during my physics master's program. Since nothing of that contributes to the topic, let's just agree to disagree.