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Aestel

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Everything posted by Aestel

  1. As you've said here, under the assumption that each combination from a boss has an equal chance, then the chance of getting the specific combination (SS) (SS) (SS) (SX) is 3/10000. The other specific combinations that lead to having 1 non-smuggler piece are: (SS) (SS) (SX) (SS) with a 3/10000 chance (SS) (SX) (SS) (SS) with a 3/10000 chance (SX) (SS) (SS) (SS) with a 3/10000 chance So the chance of any of those outcomes ends up being: 3/10000 + 3/10000 + 3/10000 + 3/10000 = 12/10000 = 3/2500
  2. I think what would make it better is to make the tokens it assigns you none class specific, would make it useful if you already had the gear as you could gear up companions. Also while I'd keep the distribution the same I'd wrap what people had recieved into individual bags as I think this would remove some of the confusion where people see a token they could use going to someone who doesn't need it. People are to use to the items themselves being the source of randomness particularly as its the system used exclusively elsewhere in the game.
  3. I think its actually so they can drop the slightly better stated enhancements during raids so even once you have all your gear you've still got things you can do to make it better.
  4. It can't! Even if you go with his assumption that each pairing dropped from a boss has an equal weighting, then the probability of getting 7 of the 8 drops being smuggler loot would still work out at 3/2500
  5. Yeah I'd make it 24/65536. So to address your original point that, that seems unlikely - while yes its unlikely that it would happen to you specifically, if we take into account that there are over 200 servers and most servers are probably having well into the double figures of raid groups running kragga's each week its actually fairly likely its happening at least once a week to someone. I'd also suspect theres a raid group for one of the classes that has got the full 8/8.
  6. He doesn't go into his final phase while he is in his 1vs1 challenge phase even if he gets bellow 10% so if dps is high enough its possible to kill him outright without having to go into the knockback phase at all. The OP's group had just under enough dps to do that which means the OP had to kite him to the bridge as he would have been in the 1 vs 1 and the FE would enter his final phase just after he pops out of the 1 vs 1. Though what can happen as the OP found out is he likes to do a knockback himself just after the 1 vs 1 and before registering that he needed to transition to the lighting phase.
  7. Its the opposite in fact of what you've said. When something is truly random the outcome of any one event is statistically independent from any previous occurrence. So what happened previously has no diminishing effect on what the next outcome will be. Where as pseudo random is just a close approximation of the perceived properties of randomness. So a pseudo random system is more likely to conform to are preconceptions of randomness than a completely random system would. This actually benefits us with loot as an event will always eventually occur in a pseudo random system which is actually not guaranteed with a truly random system. As far as seeding being the problem which would lead to people seeing repeatedly the same set of loot drop from a particular instance. I haven't seen anything from peoples rantings to suggest that its always doing the same thing for every run. Usually people are referring to one particular loot drop. It seems more that people are saying they think there is a propensity to favor a specific class which wouldn't be to do with the system not having a random enough role and would likely be down to a deliberate bias in the loot table which I'd be doubtful is really the case.
  8. Silly bioware for not knowing everyone was going inquisitor. Of cause they could have a system that selected two people in the group to give class appropriate loot to. That would mean everyone had an even chance of getting loot off a boss no matter what group composition they ran with. Hmm that seems fair I bet nobody would complain about that system.
  9. I'm not being dishonest I'm refer to what you as a buyer has to do to go get the item. You also have more of a say of the items price when its on the GTN than when its on an NPC vendor where you basically have to lump it or loath it. I think you've just got some skewed idea on that all crafters are out to get you. I actually went bio-chem like any sensible person and when I can be bothered to craft it goes into free stuff for guildies. But of cause all crafters are evil money grabbers right.
  10. I know I hate finding waldo. Why when I paid for the damned book couldn't they have gone through for me and circled where he is?
  11. Guess you were running with Master Looter on in which case CS is probably not correct as they have this fix coming in 1.1.5
  12. The GTN terminal you purchase said items from however is a vendor. Also as the thread pertains to new social gear bioware is yet to add I can hardly be advocating them taking it away. Its also worth noting that NPC vendors tend to be a money sink and tend to hold a monopoly on the items they sell so aren't exactly shining beacons of fair trade. Finally I think its worth mentioning that your aversion to deal with other players on items that are termed social is rather amusing.
  13. Well unless players suddenly stop using the GTN you'll go from purchasing things from a vendor to purchasing things from a vendor, such a tough penalty!
  14. Do they have to make the social gear purchasable from a vendor? They could just allow crafters to obtain recipes for gear requiring social rank X to equip. That way it would be possible to get a critically crafted version that would include an augment slot.
  15. If they didn't have enrage timers people would just 4 man them.
  16. Well there is where you went wrong with TOR so to start you on the right footing with GW2: ...yeah it will be!
  17. My sage isn't biochem and so I end up purchasing stims for her which I don't have any problem with as they persist through death and only cost around 15k each which seems reasonable. Medpacs I get by with as you can get the 3k heals from mob drops and 1500 from a stim vendor so you only need a few of the crafted ones to give that extra healing boost when really needed. Adrenals though are just something I've taken to not bothering with. It's less though a problem with biochems getting a reusable one more that they should make all version reusable.
  18. I think renaming the difficulty settings story, normal and hard would make it a bit clearer what their intended level of difficulty is meant to be and ecourage the non-raiders to try the basic difficulty setting. It might also make it clearer that raiders really should be looking at the middle setting as the entry level difficulty.
  19. Had a whole bunch of sith marauders spawn when it tried to clone the gunslinger in the group last night. So we made them sit outside for the fight which we managed to down but then had another set of sith marauders spawn once the boss went down.
  20. Well they could make 16man easier than 8man by making 8man harder. All Gabe is saying is that the choice of 16 or 8 should be a preference choice and not because one presents more or less of a challange. The difficult settings of normal/hard/nightmare is the intended mechanic for altering the difficulty of the encounter and thats what they should look at balancing when trying to provide greater challanges.
  21. I'd ask them to fix it but maybe they should give breaking it a try instead.
  22. As far as I'm aware the loot system decides who is getting loot then drops them a piece of gear it thinks they can use. So the only reason you can use a bit of gear that someone else got was because they happened to be the same class as you. Its actually no different to losing to someone of a different class who could use that particular item. Its not far removed from the bag system they were originally considering but means as a group something will always drop and you can't have a case where you get nothing after killing a boss. So the system is good for pugs as you can worry less about group composition, no worrying that there are X number of other players playing the same class in the raid already. For every boss you will always have the same chance of getting loot each time you run it.
  23. Got 24 kills this morning but having come back later not a single kill has counted. The must have stopped people counting more than a fixed number of times.
  24. 60% difference seems alot my sage alt just hit 50 the other day and I've done some basic things to gear her out such as get the (51) armoring/hilt from dailies. Purchase some crafted and other blue items from the AH using leveling money and daily quest money. After doing that shes sat at 14210 health unbuffed. The battlemaster set would give an extra +137 endurance so around a 9.5% difference. Obviously with expertise and the extra damage increase from the add willpower and other stats you are looking at probably a 45% ish advantage for a battlemaster over a fairly fresh level 50 which is obviously no small advantage and not something I feel the changes being made to expertise really help address which seems more to impact those that only PvP.
  25. They shouldn't have the armaments as part of the quest at all and definitely shouldn't be increasing the number you get. As to the numbers required its not very casual friendly expecting people to be on 5 times a week and so I think they should really be reducing that down.
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