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monster chaining suggestion - Printable Version

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+--- Thread: monster chaining suggestion (/showthread.php?tid=9947)

Pages: 1 2


RE: monster chaining suggestion - Former-GM-Vanadis - 05-14-2009

Modifying drop rates with respect to LUK is built in from the start in eAthena. The best way to add something like this is in the source code, doing it with npc scripts would be bad, since they're not optimized.


RE: monster chaining suggestion - Frogboy - 05-14-2009

i didn't say it would be great lol, i just said you could do it that way. but oh man would that be crazy.


RE: monster chaining suggestion - Cheesecake - 05-14-2009

mob mob mob mob mob mob mob mob .-.

Imagine. You kill 15 Raydric a mob. Do that 10 times you have 150 and a Raydric card every time.

Talk about anti-economy.


RE: monster chaining suggestion - Frogboy - 05-14-2009

umm...with whose are you referring to? in mine you are still only getting the item at the chance it has to drop, and really not even that often, as i wouldn't make it 100% chance to gain a duplicate item, it'd be a low chance to gain a duplicate item, like 40% chance to gain a second item, 30% to gain a third, 20% for a fourth, and 10% for a 5th.

those aren't realistic numbers btw, just an easy example to follow.


RE:??monster chaining suggestion - mahawirasd - 05-14-2009

GM-Vanadis Wrote:Modifying drop rates with respect to LUK is built in from the start in eAthena. The best way to add something like this is in the source code, doing it with npc scripts would be bad, since they're not optimized.

rly? so is it also applied here in HeRO?


-w-


RE: monster chaining suggestion - GM-Aki - 05-14-2009

It is an interesting suggestion, thank you for that but the rates are not going to be modded. The rates are what they are because we want them to be 5/5/3.

I'm afraid if you want to play with changing rates for mobbing, you'll have to go play FFXII. As said, the rates are fine as they are and they're not going to be changing.

Thank you for the suggestion


RE: ??monster chaining suggestion - Former-GM-Mass - 05-14-2009

mahawirasd Wrote:
GM-Vanadis Wrote:Modifying drop rates with respect to LUK is built in from the start in eAthena. The best way to add something like this is in the source code, doing it with npc scripts would be bad, since they're not optimized.

rly? so is it also applied here in HeRO?


-w-

No, it's just an option on eAthena config.
You can set the drop to a fixed value(like ours) by turning the next 3 options off.

You can use logarithm drops like that:
Code:
// Use logarithmic drops? (Note 1)
// Logarithmic drops scale drop rates in a non-linear fashion using the equation
// Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))
// Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables)
// Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used:
// Y: Original Drop Rate
// X: Rate drop modifier (eg: item_rate_equip)
//??X\Y | 0.01 0.02??0.05??0.10??0.20??0.50??1.00??2.00??5.00 10.00 20.00
// -----+---------------------------------------------------------------
//?? 50 | 0.01 0.01??0.03??0.06??0.11??0.30??0.62??1.30??3.49??7.42 15.92
//??100 | 0.01 0.02??0.05??0.10??0.20??0.50??1.00??2.00??5.00 10.00 20.00
//??200 | 0.02 0.04??0.09??0.18??0.35??0.84??1.61??3.07??7.16 13.48 25.13
//??500 | 0.05 0.09??0.22??0.40??0.74??1.65??3.00??5.40 11.51 20.00 33.98
// 1000 | 0.10 0.18??0.40??0.73??1.30??2.76??4.82??8.28 16.47 26.96 42.69
// 2000 | 0.20 0.36??0.76??1.32??2.28??4.62??7.73 12.70 23.58 36.33 53.64
// 5000 | 0.50 0.86??1.73??2.91??4.81??9.11 14.45 22.34 37.90 53.91 72.53
//10000 | 1.00 1.67??3.25??5.28??8.44 15.24 23.19 34.26 54.57 72.67 91.13
//20000 | 2.00 3.26??6.09??9.59 14.83 25.49 37.21 52.55 77.70 97.95??100%
//50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48??100%??100%??100%

And/or those 2 options that makes luk affect drops:

Code:
// Makes your LUK value affect drop rates on an absolute basis.
// Setting to 100 means each luk adds 0.01% chance to find items
// (regardless of item's base drop rate).
drops_by_luk: 0

// Makes your LUK value affect drop rates on a relative basis.
// Setting to 100 means each luk adds 1% chance to find items
// (So at 100 luk, everything will have double chance of dropping).
drops_by_luk2: 0



RE: monster chaining suggestion - GM-Aki - 05-14-2009

*eyes glaze over* Thank you for explaining Mass Sweat


RE: monster chaining suggestion - Little Sara - 05-14-2009

For sure on a 3x rate the 'absolute' luck thingy is a bit overkill, cards would become 1% rate with 100 Luck.

The latter isn't really overkill, builds with 50-60 Luck are rare as is and few if any ever invest more, it would destroy their build. But I can understand it not being implemented also.


RE: monster chaining suggestion - mahawirasd - 05-14-2009

thanks for the explanation!
mass = win No1


-w-