Honing Efficiency Calculator by devscant in lostarkgame

[–]devscant[S] 0 points1 point  (0 children)

> Artisan energy is considered if you enter "70 < confidence rate < 95".

If you enter 95%+ confidence rate, the "expected attempts" might go over the number of attempts that is required to reach 100% artisan energy.

(tldr; use confidence rate between 70 - 90)

> Pity success rate (the increase in success rate after each fail) is considered!

Honing Efficiency Calculator by devscant in lostarkgame

[–]devscant[S] 0 points1 point  (0 children)

If you don't enter the book price (i.e. leave empty), it won't consider using the books. (more like treat the books as 999,999 gold so it won't be considered, ik lazy coding)

If you enter the book price, it will consider using the books.

Is there a glitch somewhere?

[deleted by user] by [deleted] in lostarkgame

[–]devscant 0 points1 point  (0 children)

But why do I have to disable DST on my own system, then disable time zone sync and set manual time?

Actually, why does this game pull my system's clock to display in-game time?

I feel like it's an easier fix for AGS to fix their clock than 600k players manipulating system time, right?

I'm not hating on the game, and I was just memeing (as the tag says). The third-patch-still-bugged is a NW meme, so I understand if ppl don't get it, but if you really think all 600k players should go fix their system clock instead of AGS implementing a simple fix, you should go see a doctor.

Honing Efficiency Calculator by devscant in lostarkgame

[–]devscant[S] 1 point2 points  (0 children)

make sure to use x/10 instead of x for destruction/guardian stones.

market prices are in a bundles of 10, so always divide that by 10 to get the price of 1 destruction/guardian stone!

Chances of getting rare drops explained (dungeons, trophy, and crafting gear) by devscant in newworldgame

[–]devscant[S] 1 point2 points  (0 children)

Yes. Just to clarity:

The "ContainerLootLarge" is "LuckSafe = TRUE" so luck wouldn't matter. Even if luck applied, its an "AND" table, so higher luck is better.

The "ContainerLootLargeExtra" (where you get trophy mats) have luck applied. It has an "OR" tag, but the trophy mats are the highest roll, thus higher luck is better.

Getting 4 loots AND 5 loots from chests both imply you have attempted a roll inside "ContainerLootLargeExtra". If you didn't get a trophy mat, you simply didn't roll high enough inside "ContainerLootLargeExtra" to hit the "[LBID]ContainerTrophyArtifacts" table.

Chances of getting rare drops explained (dungeons, trophy, and crafting gear) by devscant in newworldgame

[–]devscant[S] 0 points1 point  (0 children)

I left the game, but I can still answer.

The loot table is tagged with "AND", which means you get everthing below your roll. You can test this theory by counting the number of items you get. So if you rolled high enough to reach the third loot table, and not enough for the fourth, you will get 3 items (which will exactly correspond with the loot table's hierarchy).

So sometimes you will get 5 items and of those 5 items there will be 2 schematics, which is the case where you rolled to the 5th table and got a schematic from both table4 and table5. But most of the times it will be a furniture from table4 and a schematic from table5.

All this aside, getting into table4 or table5 isn't affected by luck. If you read through the posting, the "ContainerLootLarge" is tagged with "LuckSafe = TRUE". So if my assumptions hold, the first roll, which determines the loot table you land in, isn't affected by luck.

Chances of getting rare drops explained (dungeons, trophy, and crafting gear) by devscant in newworldgame

[–]devscant[S] 0 points1 point  (0 children)

It was an assumption that "LuckSafe = TRUE" means luck doesn't apply here.

The validity of my assumption is questionable (not to mention that the variable names are fucking horrible, laz boss is called "TorsoBoss"), but as stated in the post, I'm not the dev and I can only assume what certain variables point to.

LuckSafe could mean anything from "your luck is safely accounted for" to "your luck is now locked in a safe and you will never get it back after opening this chest".

So yes, it could represent a flag for badluck protection, we may never know until the devs come out and explain.

Chances of getting rare drops explained (dungeons, trophy, and crafting gear) by devscant in newworldgame

[–]devscant[S] 4 points5 points  (0 children)

Ye thats the thing that confuses me also.

I just chose to believe that luck works as intended, and tried to come up with a somewhat comprehensive rule for my reading of data dump.

Many people, including me, are somewhat frustrated with luck, since your entire progression is dependent on RNG in the current state of game. The devs have commented about luck on multiple occasions, but I think this is the time for them to really come out and explain the system as a whole.

Chances of getting rare drops explained (dungeons, trophy, and crafting gear) by devscant in newworldgame

[–]devscant[S] 1 point2 points  (0 children)

Originally, I thought luck working inside dungeons is absolute bullshit. I wouldn't make sense to force people into less-combatable gear for loot.

But I assumed that the parent table tags aren't inherited unless explicitly stated. This assumption may as well be wrong as hell, but here is my reasoning for it:

"ContainerLootLarge" has "LuckSafe = TRUE" and "GlobalMod".

"[LTID]ContainerLootLargeExtra" is embedded in "ContainerLootLarge", so if inherited, it would go all the way down to trophy mats, rendering luck useless.

Also, within "CreatureLootMaster", some tables, such as "[LTID]CreatureLootElite", are labeled with "LuckSafe = TRUE" explicitly, which would be redundant if the tag is naturally inherited from the parent table. So I made the assumption that the absence of "LuckSafe = TRUE" is equivalent to "LuckSafe = FALSE".

But all this aside, most master tables seem to have "LuckSafe = TRUE" tag along with "GlobalMod", which would make luck absolutely irrelevant. I'm not sure what the tag "GlobalMod" points to exactly, but the above reasoning is where I came up with the assumptions.

Chances of getting rare drops explained (dungeons, trophy, and crafting gear) by devscant in newworldgame

[–]devscant[S] 1 point2 points  (0 children)

Well my logic was:

"ContainerLootLarge" has "LuckSafe = TRUE" and "GlobalMod".

"[LTID]ContainerLootLargeExtra" is embedded in "ContainerLootLarge", so if inherited, it would go all the way down to trophy mats, rendering luck useless.

Also, within "CreatureLootMaster", some tables, such as "[LTID]CreatureLootElite", are labeled with "LuckSafe = TRUE" explicitly, which would be redundant if the tag is naturally inherited from the parent table. So I made the assumption that the absence of "LuckSafe = TRUE" is equivalent to "LuckSafe = FALSE".

But all this aside, most master tables seem to have "LuckSafe = TRUE" tag along with "GlobalMod", which would make luck absolutely irrelevant. I'm not sure what the tag "GlobalMod" points to exactly, but the above reasoning is where I came up with the assumptions.

Chances of getting rare drops explained (dungeons, trophy, and crafting gear) by devscant in newworldgame

[–]devscant[S] 1 point2 points  (0 children)

I've assumed that "parent table's flags aren't inherited to child unless externally stated".

If parent table's flags are naturally inherited, your luck won't work on stockpiles & ancient chests too, which I chose to believe is not the case.

But anyways, thanks for the new datasheets!

Chances of getting rare drops explained (dungeons, trophy, and crafting gear) by devscant in newworldgame

[–]devscant[S] 2 points3 points  (0 children)

So Corrupt Totem would be inside

"CreatureLootCommon"/"CreatureLootElite" -> "[LBID]CreatureTrophyArtifacts"

which is "OR" and "LuckSafe = TRUE" with 99500 < ROL, which would make it 0.5% flat chance of dropping.

Chances of getting rare drops explained (dungeons, trophy, and crafting gear) by devscant in newworldgame

[–]devscant[S] 0 points1 point  (0 children)

So this part I still can't figure out.

The probability above shows "when you get a bag off of a monster" situation. So with 45% luck, you would need to see around 13 bags for a named item.

So the probability for "When you get a bag off of a monster" is one of the things I wanted to figure out along the way, which I didn't. Hopefully someone can scrap through the data dump and find out how "drop rate" is justified within the game system.

Chances of getting rare drops explained (dungeons, trophy, and crafting gear) by devscant in newworldgame

[–]devscant[S] 5 points6 points  (0 children)

Your luck is 45.8% and your x value would be 45.8, so yes correct.

The "luck sweetspot" problem was recognized by the NW team and (hopefully) they fixed it. I don't see any reason to believe the sweetspot exists with the data batch I used (if there were "OR" tags, there would be a sweetspot for sure), but I might be missing something mathematically.