Anyone got “Anchor of Oblivion” thing today?
Is there something wrong with this boss?
Jesse what are you talking about
It is a RARE boss drop
Which means you are probably best off farming it on high curruption
Who’s Jesse? & how do you know if that’s the OP’s name?
I have 250 corruptions.I had 36 times experiences but never get Anchor of Oblivion.
Killing a boss only 36 times (assuming that’s what you meant to say) is nowhere near enough to say that not getting one of its rare drops means the game is broken.
Assuming it’s a 7% chance to drop, 36 attempts would have a 93% chance for at least 1 to have dropped.
93% is really not good enough
and chances are it is a 1% drop, so it would only be a 26% chance for 30 tries
Historically the “rare” drops were 7%. Have the devs or @Dammitt said whether this has changed? Plus that % drop rate would be increased by the item rarity value when the boss was run. Though I agree, it certainly feels low like 1%.
I’d also, personally, think that a 93% chance was reasonable to think that one would have dropped & then go somewhere and complain.
Well… doing a monolith 36 times to make it that high of a drop rate is a issue to begin with ^^. If they decreased the numbers (what I’ve not heared of) it’s even worse close to the “makes no sense to go for” state.
I’ll even go as far as saying we need a failsave. Some kind of algorhytm that counts drops and if Drop X wasn’t dropped 30,40, 50 (pick a reasnoable number) times then it’s a guaranteed drop with completely random lp rolls still.
Its interestin that OP mentioned this here because I have the same problem with Julra on T4. I have killed her more than 36 times and she never dropped her vessel. My thought is that she dropped nothing at all in the beginning and maybe the drops are still bugged. Never had that problem wit hany other boss.
I like the idea of Macknum as it would give a good feedback to the devs if drop rates are working as intended.
48 runs of Orobyss for Apathy’s Maw (have another char currently on ~35 without it dropping)
62 T3 Julra runs for gloves.
Drop rates can make a person insane in this game. RNG is neither a compelling, immersive or fun mechanic.
True, but is being guaranteed to get the unique you want any better? I agree that when RNG is “bad” it sucks massively & I’m not sure that I agree that the highs make that tolerable.
Depends on the mechanism in place. I thought some kind of token system, ala some of the MMO’s have done isn’t completely out of place. Kill a boss get a token. Spend X tokens for desired items. Bad luck protections aren’t terrible either. Your increased rarity % increases with each kill you don’t get the boss’s rare drop(s). Now, that could be fuckzored by bosses with multiple rare drops, but I have yet to feel a thrill from my 40th ring from Orobyss.
I know it’s an unpopular position to many RNG Purists, but I really don’t care. I prefer to see progress, have fun and watch my character grow in power…not be bogged down in layers of RNG-generated frustration, when I play.
Technically speaking, multiple runs in fact do not change the probability of the drop. For example, if you flip a coin 8 times, the odds are in coming up heads is 1 in 64. HOWEVER, the chance that on coin flip 9 that it comes up heads is still 1 in 2.
Similarly, a 7% chance to drop after 36 runs still means on run 37 the chance is 7%. To have the drop NOT happen is 93% and the chance of not-drop 36 times in a row is 0.93^36 = .073347, or 7.3%.
SOMEBODY BREAK OUT THE SPREADSHEETS
XD
Suggested Solution:
On each failed drop attempt, slightly increase the drop percentage for that item with a cap at some point, say 50%.
I mean, technically the odds of an item you are looking for dropping, are always 50/50. Either it will drop, or it won’t. Those are the only outcomes possible.
Erm, er, not sure how to explain this…
You don’t, it’s a joke we use to drive people taking statistics classes insane. Works like a charm… 50% of the time.
Good thing we’re only half insane then. XD