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So, yeah. I'm going to start an experiment with Treasure Hunter, as there are many theories floating around. Some people still believe the THF have to get the killing blow for it to kick in, while other swear it works as long as the THF is in the alliance.
Personalloy, I believe, from observation etc, that TH kicks in as long as the THF is in the party. This would explain many things, like why people swear it only works when THF gets the killing blow (as the THF, naturally, is in its own party), aswell as people swearing it works when the THF is only in the alliance (as the THF's party might get the killing blow).
So, in an attempt to verify which is true (and possibly, get some more info out of it at a later date), I will start an experiment with Dynamis, and would like some more help from the rest of the Dynamis LS's. Mainly the leaders, or atleast the person gathering information from the runs.
From what I've noticed, mobs can drop anything from 0 to 4 coins. They almost always drops 2 coins for us, but there's always the occasional 0. And while observing it closer, by watching who kills and what's in their party, mobs seem to drop 2 coins when there's a /THF or THF in the party, 3 when the party have TH2 in it, and 4 when the killing party have TH3 in it. Usually 0 or 1 coin when the party have neither.
So, in an attempt to increase efficiency, I'd like to study this to see if its true. That way, it would be possible to parse entire runs, see which people kills the most mobs, and gather them together and put highest possible TH in their party, thus increasing drop rates.
Easiest way to do this would be to look at the drops, write down who killed it, and see what TH they have available in the party.
Anyone interrested in doing this? Might be able to pull some more info out of the results later, and might be possible to bring it further at a later date to see the difference between the different levels of treasure hunter.
If all Dynamis LS's worked together, we'd quite fast get rather decent results in drop rates from the different mob types (last boss, normal mobs, stones, NM's) With 25 runs per week, and let's say 100 mobs killed per run, that's 2500 tests per week. Which means we quite fast could get decent, reliable results.
The way I'm guessing it works, is that each mob type has a certain number of drops on its "loot list". Let's say normal quadavs have 4 coins on theirs. If drop rate is 50% per coin ((1)/(2) per coin) without TH, that makes it on average 2 coin drops per mob.
With TH1, that makes it:
(1+1)/(2+1)=2/3 drop rate, or roughly 0.66(66%) per coin, putting it at an average of 0.66+0.66+0.66+0.66=2,66 coins average per mob with TH1.
TH2 makes it (1+2)/(2+2)=3/4, or roughly 0.75(75%) per coin, putting it at an average of 3 coins average per mob.
TH3 makes it (1+3)/(2+3)=4/5, or roughly 0.8(80%) per coin, putting it at an average of 3.2 coins average per mob.
TH4 makes it (1+4)/(2+4)=5/6, or roughly 0.83(83%) per coin, putting it at an average of 3.32 coins average per mob.
This would explain what people say is a huge increase from TH1 (16% in this case), but decreasing efficiency in higher levels of it. This has already been tested by other people and holds true. And as you can see, my simplified theory on how TH works holds true in that case aswell, as you can see a huge decrease per "tier" in it.
TH1: 16%
TH2: 25% (9% increase over TH1)
TH3: 30% (5% increase over TH2)
TH4: 33% (3% increase over TH3)
The problem is that it would not work for things with far more rare drops. Let's take something that drops 1/20 times.
TH0: 1/20 = 0.05 (5%)
TH1: 2/21 = 0.095 (9.5%)
TH2: 3/22 = 0.14 (14%)
TH3: 4/23 = 0.17 (17%)
TH4: 5/24 = 0.21 (21%)
Thus increasing the drop roughly 5% to roughly 20%, which I'd say is a far too large increase, meaning it probably doesn't work with such small numbers, its probably more like 100/2000, and increases both numbers by X%, as we all know SE's formulas are not that simple.
Either way, this is the reason I'd like to perform the test, so we can get good numbers to work with and thus try to figure it out. I'm sure we have people who are skilled in math who can take some free time to try and figure out a pattern.
Also, sorry if my numbers are somewhat wrong. Its 7AM here <.<;
On another note, if people are willing to participate, this is what I'd like people to take a note of:
Who killed the mob, what level of TH they have in the party (TH does NOT stack), what kind of mob it was (as stated earlier i nthe post), what it dropped and how much, and also if it was pre-win or after win. Doing this, we should be able to prove many things, like what type of mob drops the most AF (if NM's have increased chance of dropping AF), and also the old rumour of "Mobs drop more after the win".
Offcourse, this test does not include moon phase, as it would make it far too complicated, but I figured that after long enough time, we should have been through a couple of moon phases, thus making moon phase and day not matter (assuming it DOES matter).
Personalloy, I believe, from observation etc, that TH kicks in as long as the THF is in the party. This would explain many things, like why people swear it only works when THF gets the killing blow (as the THF, naturally, is in its own party), aswell as people swearing it works when the THF is only in the alliance (as the THF's party might get the killing blow).
So, in an attempt to verify which is true (and possibly, get some more info out of it at a later date), I will start an experiment with Dynamis, and would like some more help from the rest of the Dynamis LS's. Mainly the leaders, or atleast the person gathering information from the runs.
From what I've noticed, mobs can drop anything from 0 to 4 coins. They almost always drops 2 coins for us, but there's always the occasional 0. And while observing it closer, by watching who kills and what's in their party, mobs seem to drop 2 coins when there's a /THF or THF in the party, 3 when the party have TH2 in it, and 4 when the killing party have TH3 in it. Usually 0 or 1 coin when the party have neither.
So, in an attempt to increase efficiency, I'd like to study this to see if its true. That way, it would be possible to parse entire runs, see which people kills the most mobs, and gather them together and put highest possible TH in their party, thus increasing drop rates.
Easiest way to do this would be to look at the drops, write down who killed it, and see what TH they have available in the party.
Anyone interrested in doing this? Might be able to pull some more info out of the results later, and might be possible to bring it further at a later date to see the difference between the different levels of treasure hunter.
If all Dynamis LS's worked together, we'd quite fast get rather decent results in drop rates from the different mob types (last boss, normal mobs, stones, NM's) With 25 runs per week, and let's say 100 mobs killed per run, that's 2500 tests per week. Which means we quite fast could get decent, reliable results.
The way I'm guessing it works, is that each mob type has a certain number of drops on its "loot list". Let's say normal quadavs have 4 coins on theirs. If drop rate is 50% per coin ((1)/(2) per coin) without TH, that makes it on average 2 coin drops per mob.
With TH1, that makes it:
(1+1)/(2+1)=2/3 drop rate, or roughly 0.66(66%) per coin, putting it at an average of 0.66+0.66+0.66+0.66=2,66 coins average per mob with TH1.
TH2 makes it (1+2)/(2+2)=3/4, or roughly 0.75(75%) per coin, putting it at an average of 3 coins average per mob.
TH3 makes it (1+3)/(2+3)=4/5, or roughly 0.8(80%) per coin, putting it at an average of 3.2 coins average per mob.
TH4 makes it (1+4)/(2+4)=5/6, or roughly 0.83(83%) per coin, putting it at an average of 3.32 coins average per mob.
This would explain what people say is a huge increase from TH1 (16% in this case), but decreasing efficiency in higher levels of it. This has already been tested by other people and holds true. And as you can see, my simplified theory on how TH works holds true in that case aswell, as you can see a huge decrease per "tier" in it.
TH1: 16%
TH2: 25% (9% increase over TH1)
TH3: 30% (5% increase over TH2)
TH4: 33% (3% increase over TH3)
The problem is that it would not work for things with far more rare drops. Let's take something that drops 1/20 times.
TH0: 1/20 = 0.05 (5%)
TH1: 2/21 = 0.095 (9.5%)
TH2: 3/22 = 0.14 (14%)
TH3: 4/23 = 0.17 (17%)
TH4: 5/24 = 0.21 (21%)
Thus increasing the drop roughly 5% to roughly 20%, which I'd say is a far too large increase, meaning it probably doesn't work with such small numbers, its probably more like 100/2000, and increases both numbers by X%, as we all know SE's formulas are not that simple.
Either way, this is the reason I'd like to perform the test, so we can get good numbers to work with and thus try to figure it out. I'm sure we have people who are skilled in math who can take some free time to try and figure out a pattern.
Also, sorry if my numbers are somewhat wrong. Its 7AM here <.<;
On another note, if people are willing to participate, this is what I'd like people to take a note of:
Who killed the mob, what level of TH they have in the party (TH does NOT stack), what kind of mob it was (as stated earlier i nthe post), what it dropped and how much, and also if it was pre-win or after win. Doing this, we should be able to prove many things, like what type of mob drops the most AF (if NM's have increased chance of dropping AF), and also the old rumour of "Mobs drop more after the win".
Offcourse, this test does not include moon phase, as it would make it far too complicated, but I figured that after long enough time, we should have been through a couple of moon phases, thus making moon phase and day not matter (assuming it DOES matter).
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