Treasure Hunter

decidence

Genkai Conqueror
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In my quest to unlock the secrets of Treasure Hunter I've come across several posts that were intriguing and answered questions I wanted answered.

But still I am left with more questions that have either gone unproven or haven't been touched yet.

It all started when I saw the interview in which a programmer or development team person stated (while Sage Sundi had left the room and whether it was accidentally said is not known) that the more people in alliance when a monster is killed the better chance for drops.

So I figured that coming from a game programming background that I would logically think in the most simplest terms of what processes the game takes when a mob dies.

We all know that each item a monster can drop when it dies has a default base drop rate. For sake of argument let's say the mob being killed is Kirin, and let's say it's base drop rate was 10% on Kirin's Osode and 7% on NBody.

Now if the chance for drops increases as the number of people in alliance increases this must mean that when a monster dies the following process it taken.

DROP[1] = Kirin Osode
DROP[2] = NBody

1. Select DROP[1] from Loot Pool
2. Select first player in alliance.
3. Store treasure hunter modifier in Y (default modifier is 0 for non THF's)
4. Pick X+Y (X*0.Y more likely) numbers at random between 1 and 100 (X = 10 in this case because its 10% base drop).
5. Roll 100 sided die and store number in Z.
6. If Z = one of the numbers selected in Step 4 then the item drops, goto Step 8.
7. If item doesn't drop then go back to Step 1 until all players in alliance have been selected.
8. Select next DROP item in Loot Pool, goto Step 1.

I say X*0.Y is a more probable calculation for the algorithm because TH seems to help common items drop more often then rare items. So a 50% drop rate item would drop at 65% with TH3 where as a 10% drop item would only drop at 13% chance.

Note: these are hypothetical steps, there may be more steps involved.. maybe less... its really dependant on knowing everything there is to know about how things drop (including if last hit by THF has anything to do with it) and no one knows that except SE.

Now after I figured this part out above and have found over a long period of time that it does seem to hold true. I wanted to know what effects Step 3 and more importantly what number goes into Y.

This thread here http://www.theorderls.com/phpBB2/viewtopic.php?t=6072 proves that the difference between TH levels is only 1% increased drop rate. Which is easy to understand, and even easier to put into the algorithm above if you don't think about it really. At first I thought that you could just assume TH3 = +3% to the base drop rate, which means Y = 3 and the drop rate when the THF is being checked is 13% which gives him a higher chance to make the item drop then anyone else.

But then I thought, everyone always says how they see such a big difference between No Treasure Hunter and TH1 when they sub THF for farming. So I took a look at this thread here http://www.ffxionline.com/forums/showthread.php?t=46508 and noticed from this players statistics that the difference in drop rate from No TH to TH1 was almost 10%.

So it's conclusive then isn't it? Well no... the player that did the test on the Berry Grubs in Rolanberry was farming a high drop mob and only did 300 iterations of his test. 10% is not very conclusive evidence on a mob that drops at a very high rate without TH in the first place. What I want to see is someone do a test of 3000 Gobbue's with and without TH like the tester in the first thread did and come up with a nearly conclusive percentage of the difference between No TH and TH1.

Until then it will be impossible to know what Y is and what the drop rate becomes when a THF helps in alliance, the only thing that will be known is that THF does indeed help, and so does having a lot of people helping when the mob dies.
 
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I think it's probably a simple formula.

1. Player 1 has a random chance between 1-??? for drop. Treasure Hunter decreases the maximum amount ??? can be.
2. Player 2 has the same formula
3. Player 3 etc all the way to the amount of people in the alliance.

The more people in the alliance, the better chance of a good drop because the game is using the formula for every person.

I think when you see an Osode drop, or any rare item, it's because 1 of the members of the alliance beat the formula. I don't think every member in a party/alliance is added together and then the formula occurs.

My only basis for this line of thought is with crystals. For every member of a party/alliance there is a chance of a crystal drop if you have signet. Quite possible that same calculation on a player by player basis for items exists as well.
 
I don't think it's simple. If only because if you have ever seen how damage is calculated for anything its very complicated and by what people have found so far it is very possible that SE uses a piece-wise function or quadratic equations. This is to stop us from figuring anything out and having the end all answer to anything because once we do then there is no reason for 95% of the stuff in the game, everyone would be wearing optimized equipment and doing everything perfectly to ensure the best drops possible.

Which is why I think its more complicated then that and why I think it needs to be figured out piece by piece (to narrow the margin of error in our theory's) and not all in one fell swoop where the chance to make mistakes is quite significant.
 
there is a small gnome named Mortimer who lives in a filing cabinet in SE HQ, (Quetzalcoatls is Mortimer anyway, I have spoken to him a few times, nice chap) and he decides who loots what, he has 18 little computer terminals around him, you ever wonder why there is sometimes a delay between death and loot? that is the gap between the BEEP and Mortimer hitting the button for the loot, so it is all dependant on how Mortimer is feeling, if he is in a good mood, you get the drop, bad mood, ROCK SALT FOR YOU.
 
Moon phase and day (not a fact I guess) effect drops which makes it hard to run tests like this.
 
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Even if this is solved mathematicly, how would this be usable?
The only thing we could do to effect droprate in the end would
be the same as always; Invite as many thf's as possible before
the monster is killed.

Some stuff I've heard about increase/decrease drops is:
Thf should eat or have a Lucky Egg...
Thf should kill the mob...
AoE spells lowers droprate...
WS/SC lowers droprate...
There's alot more rumours regarding the droprate, true or false?
If any of theese are true, I guess melee'rs won't be that much
wanted in the future... SMN + Refreshers ONRY! :P

I would love to see the formula for this, though I'm surtain I would'nt
understand that much...


Great job sofar Dec. ^^b
 
THF killing the mob is bunk. Gilfinder works regardless, thus treasure hunter does.
 
I'm convinced that the Thief doens't have to get the kill, but does have to be in the killing party. Whether they are the one within the party to get the actual kill or not doesn't matter. I believe this is true because you never get more than 6 crystals to drop regardless of more than 6 signetsas well as for other items which cap. Also, I believe that TH only effects the % of a specific item. Thus, TH on say a Ram skin which is, for sake of arguement, 50% will be effected much more than say a Thief's Knife which is something around 2%.
The reason TH is shrouded in so much mystery is because there are so damn many nay sayers. They get a rare drop without TH and conclude that it doesn't work, then the drop doesn't drop with TH and it only convinces them even more so that it doesn't have any effect, regardless of what SE says.
 
i think time also has a facter, the amount of time a mob is keep alive will raise the chance of getting item. I to think that the whole thf getting last hit is wrong < also think aoe theory wrong to> reason being ive seem just as many rare drop when the blm kills as in when the thf kills. Also maybe th work like every thing else in game th1 is for self th2 is group effect that is my theory.
 
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Skaw said:
Gilfinder works regardless, thus treasure hunter does.

Correct me if i'm wrong but i'm pretty sure gilfinder does squat in a party. My CRS is acting up though.

I remember people arguing that since gilfinder doesn't do shit in a party that TH is worthless in a party as well.
 
onions said:
Correct me if i'm wrong but i'm pretty sure gilfinder does squat in a party. My CRS is acting up though.

I remember people arguing that since gilfinder doesn't do shit in a party that TH is worthless in a party as well.


Well, it works, it's just that the gil is still split, so the totals are still smaller than getting the gil solo, and as such, seem like it doesn't do anything.
 
Skaw said:
Well, it works, it's just that the gil is still split, so the totals are still smaller than getting the gil solo, and as such, seem like it doesn't do anything.

Ya, I think your right but I remember something funny about gilfinder.
 
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