Hey with all the money you're making selling Aramas Line and Gao Rod you could corner the market on Grinder S+10's and make a FORTUNE.
Worked for this one guy I know...
=Smidge=
Hey with all the money you're making selling Aramas Line and Gao Rod you could corner the market on Grinder S+10's and make a FORTUNE.
Worked for this one guy I know...
=Smidge=
like only 30 s+10 grrinders in stock and i dont need $ i earned pretty much everythimg i wanted in the game
so for some reasone i cant post the screen shots but i only gave you a few hints and if u find me online i might explain more
Last edited by Dhylec; Jan 14, 2009 at 10:05 PM. Reason: merge
God damn. Dude your pulling stuff out of your ass. Its all random and luck. no special map or spawn. its all lies./thread
Again, I "lol" at you, sir.
also, gao rod is not an area drop.
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I like to know how things work and I made an in-depth study of drop mechanisms and how luck affected drops.
I have used personnal tools to be able to create offline game states to determine when drops are determined.
Offline works like online on that matter and I used game states at various times right before I killed an enemy. The results are quite clear: the drops were different.
Drops aren't determined by a map but by a random number generated upon the enemy's death and which is then matched to a drop table, specific to the enemy. The match gives what item drops and that's it. That's also how most online games do with loot/drops/whatever you want to call it.
Hey Onetwo, I look at Sakura Blast for the Milla...rollseyes...
This dude PM'd me where I've been looking for the Milla. I've killed 164 Jigo's so divide that number by 4 and that's how many runs I've actually completed, not counting the hundreds of others I had to abort because of the wrong spawns.
Exactly, as arada said. Do you know how much work would be involved to link all the items to various maps? Not to mention how bad it would bloat the code? There are just tables that consist of all the items possible. Like 1 table would be called metal9. It would consist of stuff like catilium, and other metals. And another photon table with various photons. So when a box is broken or enemy killed an internal dice roll is made. Lets say 1d100. if # > 80 nothing drops, if > 50 it goes to photon table, if > 20 goes to metal9 table. Now in the metal table another roll is made 1d100, if # > 90 catilium pops, else something else drops.
Now, this is not exactly how it works, just a general idea. I know PSU has vary crazy drop rates, like 1 in 40000 on some things. But that is probably based off it going through several tables. But could be 1d40000, if # = 1 drop repca board else 1d100, etc.
And luck could just add a few numbers to your roll. Something like n == 1d100 + luck.
Actually, it works the way you're describing it:
General table with for instance (just a random exemple, there's no actual data here):
1 -> 50: no drop (direct result)
50->60: mesetas (direct result)
60->70: photon drop (go to: photon drop chart)
70->80: -line drop (go to: -line drop chart)
80-85: area drop (go to: area drop chart)
86->95: special drop (go to: special drop chart of the enemy)
96->99: specific enemy drop (boards and such; go to: specific drop chart)
And an exemple of area drop chart (no actual data, just to show how it works):
1 -> 50: no drop (yes, secondary charts have a "no drop" zone)
51->75: Copernia
76->80: Goldania
81->84; Morbinia
85->86: Lithnia
87->95: Grinder base A
96->99: Grinder base S
So that would make chances to drop a goldania, for instance (taking number from this exemple): 0.05 x 0,04 = 0.002 = 0.2%
That's how they made low drop rates.
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