You can't really count how many nodes you have collected, assign a percentage to it and say it's less than 50%.
A 50% chance is for each node. So yeh, it could work out that out of 1000 harvests you get double nodes 40% of the time, but it also mean you could get lucky and get double nodes 100% of the time. But it doesn't mean that it should be 50%.
Like the probability of flipping a coin 100 times and getting exactly 50 heads and 50 tails actually works out to be 8%. Can't remember the maths, but remembered hearing it somewhere.
From my own experience, there seems to be a diminishing return. I save all the crafting surveys I get during the week and do them all at once. What I have noticed, at the start of doing them it is very close to 3 out of 6, but by the last one it will be 1 out of 6. There does seem to be an anti-farming code in affect that reduces the chance of success the more you do.
erdbeerheld wrote: »Below are my current "stats" for collecting surveys:
The actual % should be slightly lower, because I did collect regular nodes as well (negligible, only ones that are next/near a survey). so the raw mats collected numbers have both survey nodes as well as regular nodes included. but the percentage is calculated under the assumption, that only survey nodes were collected. (I just noted down number of surveys and amount of raw mats before I started a session, and the same after I finished the session. the rest is just simple calc with the fixed vars on the right)
What I did notice during the survey collection sessions is, that not only the housing mats seem to be affected by the cp perk, but also the more trivial items like worms and crawlers. so in order to get a more accurate percentage for that perk, I would have to look at and log every drop from a node, including housing and trivial stuff.
You can't really count how many nodes you have collected, assign a percentage to it and say it's less than 50%.
A 50% chance is for each node. So yeh, it could work out that out of 1000 harvests you get double nodes 40% of the time, but it also mean you could get lucky and get double nodes 100% of the time. But it doesn't mean that it should be 50%.
Like the probability of flipping a coin 100 times and getting exactly 50 heads and 50 tails actually works out to be 8%. Can't remember the maths, but remembered hearing it somewhere.
Survey nodes can’t drop furnishing mats or worms, though. Only non-survey normal nodes can.
Or did I misunderstand?
erdbeerheld wrote: »Survey nodes can’t drop furnishing mats or worms, though. Only non-survey normal nodes can.
Or did I misunderstand?
They definitely drops worms, guts and crawlers. If I recall correctly, the jewelry survey nodes also drop titanium dust. So where i am getting with that is, that there are other items coming out of the node than pure raw mats for that profession. and depending on how the 50% dice is being rolled, these additional items may water down the 50% for the actual raw mats.
my above stats were only aiming at to see if the cp perk is beneficial, and for me it definitely is. and it is a lot more than the old 10% passive.
in order to get a more accurate analysis of the 50%, the statistics would need to look at ALL items from a node, and if they are doubled or not. but I wont do that manually, only if there would be an addon to track it.
VaranisArano wrote: »I started recording just the pure water nodes today so there was only one item in the node to be impacted by Plentiful Harvest. Waters give 2-3 on an undoubled node, 4-6 on a doubled node.
Tiny data set so far, but:
Doubled: 40/110 (36%)
Not Doubled: 70/110 (64%)
VaranisArano wrote: »I started recording just the pure water nodes today so there was only one item in the node to be impacted by Plentiful Harvest. Waters give 2-3 on an undoubled node, 4-6 on a doubled node.
Tiny data set so far, but:
Doubled: 40/110 (36%)
Not Doubled: 70/110 (64%)
Actually, with the nodes that cough up a second item, the chance to double is the same as the main item. Because the second item also has a chance to double. The second item chance is hovering around 30% in my casual observation.
Did this ever get fixed? Anyone got some new numbers?
ZOS_Kevin Can you please respond to this?
No worries, VaranisArano. We'll use the two threads you noted to check. This may take a bit of time, but we'll check on the status.
You can't really count how many nodes you have collected, assign a percentage to it and say it's less than 50%.
A 50% chance is for each node. So yeh, it could work out that out of 1000 harvests you get double nodes 40% of the time, but it also mean you could get lucky and get double nodes 100% of the time. But it doesn't mean that it should be 50%.
Like the probability of flipping a coin 100 times and getting exactly 50 heads and 50 tails actually works out to be 8%. Can't remember the maths, but remembered hearing it somewhere.