Nope, the loot change seems global, also noticed lots of exalteds on the offline.
Then why am I not getting as many exalts?
I swear there is something off about the RNG
I don’t know, sure there’s RNG but as you do more and more it averages out.
Maybe your definition and mine of “too much” differs quite a bit.
I get 0-1 exalts per mono. I am wearing exactly one exalt on my minion build despite having run reign of dragons countless times trying to farm for the Heart unique
I swear there is something off about how RNG is determined. I hear there are some games where the seed generation method causes some players to get way more than they should.
Ironically, I have exactly 6 tabs for mine also. lol
No, that’s always been true.
i agree a lot with this. It feels strange but iam not that excited anymore for exalted items because of it. I hope they nerf the droprate of them for lower content.
Iam playing online now. The strange thing is that i didnt had this issue (less atleast) before the online part.
I had 20 stash tabs full of exalts, and that was after cleaning up the ones with crap FP and/or useless T6+ affixes. I stopped getting excited about any drops in this game after figuring out that 99.999999999999999999999999% of them won’t be used anyhow.
I get more excited about the +1 affix upgrade/0 FP consumed ding while crafting, than I do about any item drop.
I have even more reason to think this may be a bug, as my thorn totem spriggin form build gets 2 or 3 exalts per run at reign of dragons, but for some reason my bone golem necromancer build only drops 1 exalt per run in the same mono.
I think that RNG may SOMEHOW be effected by your character.
It’s not, it’s just rng. We used to see similar comments about the old crafting system.
Except It keeps repeating the same amount of exalts and is becoming a pattern. This is how it was over dozens of different monos, one character gets twice as many exalts as the others.
A thing you may not know about RNG, is that some variations of rng are less random than others, it all depends on HOW the number is generated and sometimes on a “random seed”
Random sequences can have long runs of the same data point.
Please prevent the statistical evidence and data points you collected over a long period of time as a bug report. You probably want to aim for a few thousand data points at least.
I’m sure if there is a bug in the generator code or the way it is used, EHG would be very keen to fix it
They can, but it usually is long runs of a rather likely event, even if it is a likely event like a coin flip you would still ask to examine the coin if someone got ten heads in a row. To get long runs of 2 on one character and long runs of 0-1 on another strikes me as a case of at least one of these two is unlikely. I did significantly more than 10 runs under each character
Concider that EHG has access to the code and thus can look at it without me having to get a ton of datapoints to prove it to them - I really think that they should at least look into the code to see if it has anything like generating seed at gamestart, character creation or every so many maps that may result in long runs using the same seed. They currently have not responded to this thread to confirm or deny if such a thing is possible.
In my professional experience, any bug is easier to find and fix with reproducible test case, or in the absence of that, data points. Currently, you have provided neither.
From the perspective of somebody with a university degree in computer science and pure mathematics who has worked with cryptography software and random number generators before, what you’ve seen is entirely explainable as a freak event and youve presented no evidence to make me doubt otherwise.
i just got to empowered monos.
i’ve barely have my resists capped, even with crafting.
quantity is not quality, the exalted items are junk. i have yet to find one that could replace the non-exalted gear im currently using. not a one.
i’m getting soooooo many blue items and not nearly enough yellow, so crafting, so i can get my resists capped has been very slow.
quantity is not quality.
and i’m positive you’re trolling us.
This has been a tinfoil hat theory people have been claiming about every game that has any RNG since the 90s, but there’s really no reason for anyone to do it that way. It gains nothing and at best it’s extra work, at worst it makes rabble rabble when people inevitably figure it out.
Basic RNG is just streaky, and people are just not good at anecdotal, observational evaluation of random number sequences.
Onyxia Emperor of Corpses definitely uses Deep Breath more this patch though.
most are not, the issue is more that people have to go off memory when evaluating random sequences - instead of hard data.
Which causes issue with SPECIFIC instances of rng, such as the shatter effect back when gear shattered, as people would remember that and not every time it didn’t shatter.
But this is different from a run of good luck vs a run of bad luck that occurs for an extended period of time. As I can quite easily remember an approximation of the number of exalts I get per mono, it isn’t the same as remembering outliers to the pattern(which is what shatter RNG was).
One thousand datapoints is WAAAAAAAY overkill.
To conduct a statistically significant comparison of two distributions, a general rule of thumb is that 30 samples for each is sufficient.
And by “generally sufficient” I mean for conducting statistical tests with confidence of 99%.
I was probably feeling a little hyperbolic in the end of that paragraph, but OP hasnt provided any data points yet, just hearsay.
I asked in Discord and Mike said Last Epoch is using C# Random class for its source of RNG, the details of which Microsoft provide publicly (it’s an implementation of Donald Knuth’s subtractive algorithm).
There could, in theory, be a problem with how they are using the randomness, but that requires evidence to prove.
Perhaps one day somebody who makes these sorts of claims will provide some.
Sometimes people say absurd numbers while being completely serious. I did not see any clue in what you said that would have suggested to not take the few thousands data points not at face value. Actually the opposite, since you phrased the number of data points as a request.
On the topic or RNG. A bug in the loot would likely not be in the random number generation itself.
The loot calculation has a lot of moving parts, for instance a bug in the calculation of the rarity modifiers could significantly affect the exalted droprates.