- Joined
- Jan 13, 2005
- Messages
- 8,957
- Age
- 42
- Location
- ...In America
- Nation Banner

- Main Job

- Secondary Job

- Third Job

- Linkshell
- Kaizen
- FFXIV
- Bajaratt
Before I begin, I want to explain where this theory comes from. It's from observations that I've made over the last few months about the treasure pool for dynamis. If anyone has noticed that the treasure pool has worked differently, let me know. I haven't actually gone to any real efforts to get data for this theory, it's just something I noticed over the year I've done dynamis and started to think about when I was bored lfg. I've been thinking about this for a couple months now, but was just too lazy to bother asking anyone about it.
The theory is this: I think if you kill too fast that you will get less drops.
The reasoning behind this theory is how the treasure pool seems to work during dynamis. All of the items that drop in dynamis can be summed up as money items, ancient coins, relic weapons and relic(aka AF2 but relic sounds cooler and is less confusing) armor. During the runs, I noticed that if the treasure pool was full and you killed another mob, any money items and relic weapons would be forced out to whoever had the highest lot or to just anyone if no one had a chance to lot before it was forced out.
The thing is, I do not remember ever seeing any ancient currency(either 1 or 100 coin) being force-distributed nor any AF2, they stayed until everyone passed or it's timer was up. Also, while the treasure pool was full of some combination of unforcable loot, usually ten 1-coins, any monsters that were killed didn't drop anything. I do not think that the 1-coins can be forced out of the treasure pool, because if they were then a lot more people would end up with random coins rather than the people chosen to lot for the linkshell; and as far as I am aware that has not happened. This observation made sense because ancient currency and relic armor are the main purpose for dynamis, so it stood to reason that SE wouldn't allow people to get screwed on those drops.
What this theory means, if other people can verify that it's not just me, is that by killing faster; and therefore filling up the treasure pool with unforcable items faster; leads to less drops overall. Since killing monsters while the treasure pool is full leads forces nothing to drop since it has no where to go; it's basically preventing the opportunity for items to drop, whatever they may be. If this theory pans out, the solutions would be slowing down kills to let the coins auto-drop to the bidders or just have everyone pass the coins.
I'm not intending on anyone changing their linkshell's policy to have everyone pass coins or to slow down kills. This is just meant to be an intellectual debate about a series of observations that I have had and their possible implications regarding dynamis. So, any thoughts?
The theory is this: I think if you kill too fast that you will get less drops.
The reasoning behind this theory is how the treasure pool seems to work during dynamis. All of the items that drop in dynamis can be summed up as money items, ancient coins, relic weapons and relic(aka AF2 but relic sounds cooler and is less confusing) armor. During the runs, I noticed that if the treasure pool was full and you killed another mob, any money items and relic weapons would be forced out to whoever had the highest lot or to just anyone if no one had a chance to lot before it was forced out.
The thing is, I do not remember ever seeing any ancient currency(either 1 or 100 coin) being force-distributed nor any AF2, they stayed until everyone passed or it's timer was up. Also, while the treasure pool was full of some combination of unforcable loot, usually ten 1-coins, any monsters that were killed didn't drop anything. I do not think that the 1-coins can be forced out of the treasure pool, because if they were then a lot more people would end up with random coins rather than the people chosen to lot for the linkshell; and as far as I am aware that has not happened. This observation made sense because ancient currency and relic armor are the main purpose for dynamis, so it stood to reason that SE wouldn't allow people to get screwed on those drops.
What this theory means, if other people can verify that it's not just me, is that by killing faster; and therefore filling up the treasure pool with unforcable items faster; leads to less drops overall. Since killing monsters while the treasure pool is full leads forces nothing to drop since it has no where to go; it's basically preventing the opportunity for items to drop, whatever they may be. If this theory pans out, the solutions would be slowing down kills to let the coins auto-drop to the bidders or just have everyone pass the coins.
I'm not intending on anyone changing their linkshell's policy to have everyone pass coins or to slow down kills. This is just meant to be an intellectual debate about a series of observations that I have had and their possible implications regarding dynamis. So, any thoughts?
Last edited: