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Plentiful Harvest CP star underperforming

  • Rittings
    Rittings
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    I should point out... I didn't pull any rune stones either... so I didn't muddy my experiment.
  • Haroeris
    Haroeris
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    I’ve only seen more of the same underperforming (~33% instead of advertised ~50%) double drop rate since starting this thread. @ZOS_GinaBruno, is this apparent bug being worked on?
    Apart from this issue, I’ve personally been very happy with the new CP system :)
    PC-NA since 2015, cp1800+
  • RedMuse
    RedMuse
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    Since U29 went live I have collected 174 surveys not counting Enchantment (so as not to pollute the results) and harvested 427 other nodes (well more than that but these were when I counted this) for a total of 1471 nodes in all. Of these 477 were doubled in any way, which gives a rate of 32.4% not the 50% it is supposed to be. Yes I have it maxed.

    I would not call almost 1500 nodes a low count and as it matches other results with a significant number of nodes for test I'm beginning to agree that this is indeed bugged and not just a case of bad RNG.
  • Sapphire7
    Sapphire7
    Soul Shriven
    I did a quick run after maintenance to see if anything had changed but I'm still not getting the full 50% out of 217 nodes only 34.5% where double.
  • BergisMacBride
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    Added my latest results to a similar thread in the Crafting subforum:

    https://forums.elderscrollsonline.com/en/discussion/566457/plentiful-harvest-passive-does-not-equal-50-tested#latest

    One week's surveys and casual farming along the way, 904 nodes (no runes), 564 single pulls (62.4%) and 340 double pulls (37.6%). Of the 65 surveys, I had 4 that were all single pulls and none that were all double pulls.

    With this and the results others are posting, something clearly seems wrong with this perk and\or the tooltip.

    @ZOS_GinaBruno, can we get the devs to weigh in on this? Thanks!
  • WynnGwynn
    WynnGwynn
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    My friend kept track of 1000 nodes because we both thought it was being weird as well and he got 40 percent double drop rate for most node types so it was about 10 percent less for most types for 1000 sample size.
  • Brrrofski
    Brrrofski
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    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.
  • redspecter23
    redspecter23
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    Brrrofski wrote: »
    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.

    But if 100 players all flip 100 coins and they all get between 25 and 40 heads that would be very statistically significant. Significant enough to at least look into the situation.

    This isn't just a few flips we're talking about at this point. It's thousands of points of data. While it's highly unlikely to be exactly a 50/50 split, the numbers we're seeing here are far enough off that the likelihood of it being just RNG is becoming smaller and smaller. After thousands of nodes, we could see 48/52 or 51/49 or even 45/55. A large amount of data pools are looking much closer to 33/67. That is astronomically unlikely to happen on a large scale to many players while nobody so far is noting the opposite situation of having a larger amount of double nodes and a small amount of singles. Some of this can be attributed to confirmation bias, but that's why we're gathering more data. People aren't necessarily saying anything is definitely broken, but this thread is gathering evidence so that ZOS can look at the numbers behind the scenes that we don't have access to. We need to harvest and record thousands of points of data. They need to look at a few lines of code to confirm any issues.
  • Ackwalan
    Ackwalan
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    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.
  • virtus753
    virtus753
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    Ackwalan wrote: »
    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.

    Interesting. If that’s the case, the tooltip is untruthful and needs to be corrected. 50% is 50%, not 50%* (*until the devs have decided you’ve gotten too much).
  • erdbeerheld
    erdbeerheld
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    Below are my current "stats" for collecting surveys:
    kgsht0nen70c.png

    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.
  • virtus753
    virtus753
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    Below are my current "stats" for collecting surveys:
    kgsht0nen70c.png

    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.

    Survey nodes can’t drop furnishing mats or worms, though. Only non-survey normal nodes can.

    Or did I misunderstand?
  • tmbrinks
    tmbrinks
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    Brrrofski wrote: »
    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.

    For a sample size of 1000 nodes. 95% of the time you would expect to get between 47% and 53% of the nodes doubled.

    When people are reporting doubling rates of 33%, 35%, etc... on these sample sizes around 1000, these fall FAR outside of this range. Any scientist and statistician doing a statistical analysis of this data would conclude that the drop rate is NOT 50% based on this data.
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  • Mr_Arce88
    Mr_Arce88
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    This star is definetely NOT working for Surveys. I'm not getting 50% of nodes in surveys by faar. It feels like old 10%. Nodes however feel better. I might start keeping track though.
  • erdbeerheld
    erdbeerheld
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    virtus753 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.
  • tmbrinks
    tmbrinks
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    virtus753 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.

    The 50% chance is for a 50% chance of a "second pull" of the node.

    Since you are guaranteed to get the actual item in the node, this would not be "watered down" and should be at 50%. And since you get 3 or 4 mats from a node (blacksmithing for example), the double pulls can give you 6, 7, or 8 resources. (or for surveys, it's 18 or 20 in a normal, so "double" can give you 36, 38, or 40)

    Now, if for example, you had a 50% chance of getting worms from a cloth node, you only have a 25% chance of getting "double worms" from the node, a 25% chance of getting "no worms" and a 50% chance of getting "single worms" pull from the node. This is because the bonus items are not guaranteed.
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  • Haroeris
    Haroeris
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    After the Anniversary event, I cleared out and kept track of my collected surveys. Out of the 1,692 survey nodes I recorded, 662 (39.13%) were doubled. So not quite as bad as it had seemed before, but also still not the advertised 50%. Breakdown is as follows by node type:

    Alchemy: 157/402 = 39.1%
    Blacksmithing: 130/336 = 38.7%
    Clothing: 98/240 = 40.8%
    Jewelry: 130/324 = 40.1%
    Woodworking: 147/390 = 37.7%
    Overall: 662/1692 = 39.13%

    I didn't record Enchanting nodes because theirs is more complicated, but the story seems pretty consistent amongst the other types.
    PC-NA since 2015, cp1800+
  • Nestor
    Nestor
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    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.
    Enjoy the game, life is what you really want to be worried about.

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  • VaranisArano
    VaranisArano
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    Nestor 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.

    Yeah, I tried looking at some of those, but the problem is that I don't remember the range for stuff like worms or dust. So I've mostly stuck with tracking the main nodes where I do remember the range.

    I can't track the Housing mats, because they drop in a range of 1-4. Which means its impossible to track what's a doubled node because 2 could be a single pull or a double pull (1+1).

    About the only "extra" I can personally track is the nirncrux. :) And I haven't bothered because that's so rare. I can, however, confirm that just like before this Update, the nirncrux is rerolled for fortified/potent after the doubling roll. I've had two nodes give both a fortified and a potent.
    Edited by VaranisArano on April 16, 2021 2:24AM
  • Elo106
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    Did this ever get fixed? Anyone got some new numbers?
  • VaranisArano
    VaranisArano
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    Elo106 wrote: »
    Did this ever get fixed? Anyone got some new numbers?

    I'm not inclined to do a whole lot more testing for ZOS when they could easily check and fix this on their end, but thanks for the reminder!

    Out of a small batch of 245 nodes, 100 were doubled rolls and 145 were single rolls. Or 41% doubled, 59% single.

    That's roughly in line with my past data, and definitely not a 50%/50% chance of doubled nodes like my passive says I should get.

    I'm going to say that, no, ZOS didn't fix this.
  • Elo106
    Elo106
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    @ZOS_GinaBruno Can we get a response on this? Multiple people have collected data and its been 4 months.
    Its clearly not 50%.
  • VaranisArano
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    If the team looking into this is looking for a relatively quick place to test, I went to the Hollow City over my lunch today and ran loops picking up flowers while tally marking my results.

    Out of 161 nodes harvested, I had 100 undoubled nodes and 61 doubled nodes for a total of 38% doubled. That's in line with my past results that fall short of the 50% chance my maxed and equipped Plentiful Harvest passive says I should be getting.

    I did /bug at the end of my harvesting session as well in case there's any data that's helpful. Ticket# 210709-00438

    Thanks!
  • Elo106
    Elo106
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    @ZOS_Kevin Can you please respond to this?
  • VaranisArano
    VaranisArano
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    Elo106 wrote: »
    ZOS_Kevin Can you please respond to this?

    He's seen it on this thread: https://forums.elderscrollsonline.com/en/discussion/580491/update-31-combat-preview#latest
    ZOS_Kevin wrote: »
    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.

    He can correct me if I'm wrong, but I figure I'll keep updating in these threads then if I do more checks, with the understanding that it'll take time.
    Edited by VaranisArano on July 10, 2021 1:46PM
  • Elo106
    Elo106
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    Did we ever hear something about this?
  • Haroeris
    Haroeris
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    I haven't heard anything at least.
    I ran a bunch of surveys tonight and kept track of the drops: 266 nodes out of 624 (42%) were doubles, so still seems consistent with the ~40% that I and others have reported previously.
    PC-NA since 2015, cp1800+
  • Amottica
    Amottica
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    Brrrofski wrote: »
    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.

    If it is a 50% chance then a player will obtain very close to 50% over a long period of time or a large enough number of opportunities. The law of averages pretty much dictates this. I do not know if 222 nodes, 1000 nodes of 10000 nodes are sufficient but I would think at least 1k should get someone very close to 50%.
  • Fennwitty
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    Purely my unmeasured experience, but it "feels" like the odds had been closer to 50%, and since recent patches they are reverted to the 30%.
    PC NA
  • mac35
    mac35
    Soul Shriven
    It's no accident that every time this topic comes up that there's no one that can say definitively that they have even close to a 50% double rate. It's always either "no I'm in the 30s or low 40s" or "well maybe over a larger sample size it evens out". It does not. I've had this perk since the day it came out and every day when I run my 5-10 surveys I typically hit 35-40% doubled nodes.
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