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Triple Drop *Rates*

How this is suposed to work, i was trying to understand but, after thinking a while this looks just a way to trick ppl, cuz doesnt make sense at all.

Because if you triple the drop of everything its not just like nothing has changed? :trollface:

Comments

  • ObsObs ✭✭✭
    Sowen wrote: »
    How this is suposed to work, i was trying to understand but, after thinking a while this looks just a way to trick ppl, cuz doesnt make sense at all.

    Because if you triple the drop of everything its not just like nothing has changed? :trollface:

    Anything not guaranteed to drop gets boosted. Anything that's guaranteed to drop doesn't change.
  • Obs wrote: »
    Sowen wrote: »
    How this is suposed to work, i was trying to understand but, after thinking a while this looks just a way to trick ppl, cuz doesnt make sense at all.

    Because if you triple the drop of everything its not just like nothing has changed? :trollface:

    Anything not guaranteed to drop gets boosted. Anything that's guaranteed to drop doesn't change.

    Maybe. This part isn't actually certain based on the explanation provided. It may well be that items with a 100% chance will now have a 300% chance and drop three. But what we know for sure is that items with a 10% chance will now have a 30% chance to drop 1, instead of a 3x 10% chance.
  • will GG have triple drop?
  • XristosxXristosx ✭✭✭
    edited November 2017
    https://www.twitch.tv/videos/200245555?t=11m32s
    This Is the specific section where he mentions it for anyone who's not informed, just watch 3 minutes of that.
    https://www. twitch.tv/videos/200245555?t=11m32s <- putting this one with a space here because the preview wouldnt load for me in the forum.

    From what i'm led to believe is that the drop amount won't significantly increase like it has in the past, he said something that has a low chance to drop will increase the chance of it dropping(like say if a diamond only dropped 10% of the time it'll drop 30% of the time now), they didn't say the amount of drops will change(So we were technically lied to when promised triple drop on the extra life rewards), which i find really really disheartening when the amount of drops we need are a lot more this patch versus previous patches(like last patch we needed 10-20 of each material to make a vm piece but now we need 1-15 of certain mats per enchant attempt).
    Why was this changed to be worse when it's been the same for the past 5 years, I know the gear enchant system has been completely overhauled but once again we need more dungeon materials then ever before.
    I feel like people haven't complained about the drops as much because were all still using our tokens we've converted from previous patches materials, but once that dries up things will go to hell.
    Just for reference i am in stormcry +7 and +8 but i can't imagine how much a new player would have to grind to even get to frostmetal +9.
  • CatservantCatservant ✭✭✭✭
    I think that this was a BHS "undocumented feature" that was discovered in testing.
  • edited November 2017
    Catservant wrote: »
    I think that this was a BHS "undocumented feature" that was discovered in testing.

    Yes, that's exactly right. For some reason BHS changed it and EME figured it out when testing for the event and "warned us" on the stream that it'd be a bit different as a result. But why BHS changed it.......
  • Kinda seems like EmE got their purse strings cut after the calamity of the amount of mats that were in our version as opposed to others when it came to the conversion token system.
  • So before it worked like this simplified:
    Kill thing~~>3 rolls through loot table
    3 items guaranteed to drop double drop makes that 6 items.
    Roll 1: Failed to roll for item. Double drop does nothing.
    Roll 2: Passed roll for item. Rolls an item with 3% chance to drop you get two of said item
    Roll 3: Passed roll for item. Rolls and item with .5% chance to drop you get two of said item.

    New "Double" Drop
    Kill thing~~>3 rolls through loot table
    3 items guaranteed to drop "double" drop makes that 3 items.
    Roll 1: Failed to roll for item. Double drop does nothing.
    Roll 2: "Double" drop active: Chance of item dropping now 6% instead of 3%. Successfully rolled item, you get one item.
    Roll 3: "Double" drop active: Chance of item dropping now 1% instead of 0.5%. Successfully rolled item, you get one item.

    Their "double" drop increases the quality of the drop not the quantity.

    Need that item that only has a 0.5% chance to drop? No worries new improved double drop got you fam. 1% chance now BAM.
    All guesswork.
  • edited November 2017
    So before it worked like this simplified:
    Kill thing~~>3 rolls through loot table
    3 items guaranteed to drop double drop makes that 6 items.
    Roll 1: Failed to roll for item. Double drop does nothing.
    Roll 2: Passed roll for item. Rolls an item with 3% chance to drop you get two of said item
    Roll 3: Passed roll for item. Rolls and item with .5% chance to drop you get two of said item.

    New "Double" Drop
    Kill thing~~>3 rolls through loot table
    3 items guaranteed to drop "double" drop makes that 3 items.
    Roll 1: Failed to roll for item. Double drop does nothing.
    Roll 2: "Double" drop active: Chance of item dropping now 6% instead of 3%. Successfully rolled item, you get one item.
    Roll 3: "Double" drop active: Chance of item dropping now 1% instead of 0.5%. Successfully rolled item, you get one item.

    I think it might be better to not think of it as "rolls" or pass/fail. Instead, imagine you had this loot table:

    Item A: 100% chance to drop 1
    Item B: 20% chance to drop 1
    Item C: 5% chance to drop 1

    Old triple drop method:
    Item A: 3x 100% chance to drop 1 = drops 3
    Item B: 3x 20% chance to drop 1 = drops between 0 and 3 (20% chance for each)
    Item C: 3x 5% chance to drop 1 = drops between 0 and 3 (5% chance for each)

    New triple drop method:
    Item A: 300% chance to drop 1 = unclear -- either drops 1 or drops 3 (depends on how it's programmed)
    Item B: 60% chance to drop 1
    Item C: 15% chance to drop 1

    Rolling happens after for each drop.
  • I agree that each items chance, of getting that item is altered by double/triple rates. But guaranteed drops is all guesswork.
    I thought that old triple drop worked like: you rolled an emerald here are 3 instead.
    Im pretty sure the old method was better for quantity, this new percentage increase method will just mean you have a higher chance of getting loot that is more rare.
    People asking about GG and Peterax im pretty sure that with 2 entries per char are gonna be unsatisfied with the drop rate increase, other than the fact they are always unhappy. Its not gonna be like before lootsplosion.
  • LesbianViLesbianVi ✭✭✭✭✭
    We shall run those dungeons and see. Can't really say for sure. I really really hope GG won't be poop, cause only GG used to be really good during increased drop rate.
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