View Full Version : Interesting Bug [EoF Legendary Set Drops]
Istaril
06-14-2007, 04:17 AM
Well... I petitioned it. I /bug'd it. And now, a wee post to see if anyone else has suffered the same thing. The other day, in an attempt to get my horribly overpowered EoF 6 set bonus (Cleric!), brought a friend (Two-boxing a Mystic and an Assassin) into CoV, and we full cleared the zone up to Valdoon. At Valdoon himself, I dropped the group, engaged, and thanks to creative use of God Abilities and the "add group", managed to solo-kill Valdoon. An ornate chest. Wrists! ... Enchanter Wrists? You can imagine my dissapointment. Needless to say, the GMs were unable to provide me with the "correct" drop - and fair enough. At no point was an enchanter zoned into our instance. There was no danger of the duo dealing more than half the damage to the mob. I engaged. Anyone else experienced anything like this?
redde
06-14-2007, 04:26 AM
yeah I tried this before with a ranger and an add group in OOB Swashy/brig boots dropped, despite there being no swash/brig in the zone.
SinIsLaw
06-14-2007, 06:51 AM
<cite>Istaril wrote:</cite><blockquote>Well... I petitioned it. I /bug'd it. And now, a wee post to see if anyone else has suffered the same thing. The other day, in an attempt to get my horribly overpowered EoF 6 set bonus (Cleric!), brought a friend (Two-boxing a Mystic and an Assassin) into CoV, and we full cleared the zone up to Valdoon. At Valdoon himself, I dropped the group, engaged, and thanks to creative use of God Abilities and the "add group", managed to solo-kill Valdoon. An ornate chest. Wrists! ... Enchanter Wrists? You can imagine my dissapointment. Needless to say, the GMs were unable to provide me with the "correct" drop - and fair enough. At no point was an enchanter zoned into our instance. There was no danger of the duo dealing more than half the damage to the mob. I engaged. Anyone else experienced anything like this? </blockquote> This is not a bug, unfortunately this is intended! The Dev's stated - when these changes were discussed - that they put in measures to prevent exactly this kind of situations, and stop people from farming/ predicting specific loot to drop !!! I once read a comment form someone, I don't know if this is a rumor or actual fact, that if the mob dies the RNG rolls item x, then item x is checked against the group, if class x is not present, the rgn will roll one more time and what ever item will be rolled for will end in ur chest! (On Wuoshi and Mayong it was rolled twice i think). - But as I said, a player posted this, and I haven't seen a dev to confirm it yet!
Zergosch
06-14-2007, 07:27 AM
we tryed that tactic too. but, when our templar engaged the mob, the other killed the mob.... but no chest has dropped ever ^^. well... that´s real good to me (well our templar where suffered ok). it was not intend to force one item to drope that way <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />
Istaril
06-14-2007, 08:35 AM
Aha... working as intended, then. I don't recall the dev quote... and randoming twice would not be sufficient to explain the drops of the other items we've seen (The chances of getting a piece one of the 6 of you, assuming different classes, would be 50% on the first roll (12 classes), and a further 50% of that on the second roll - so 75% of the time you'd get an item your group could use). Clearly it's more than that! But I suppose I'll have to go into CoV another 4 dozen times. Fun!
Cathars
06-14-2007, 03:10 PM
<cite>Istaril wrote:</cite><blockquote> But I suppose I'll have to go into CoV another 4 dozen times. Fun! </blockquote> That would be the hard way. The easy way would be to add one more person and make the group-specific loot rules kick in.
<p>this is a quote from a dev:</p><p><i>Going link dead, camping out or fighting out of group have no effect on the end result. </i></p><p>Also, back when the change was made, it was stated that there is a minimum number of distinct classes that must be present for the new loot rules to be used. Otherwise, it'll just do a completely random roll like used to do. They never said what the number is but I'd guess it's either 3 or 4...</p>
Darian
06-22-2007, 01:48 AM
How about 80% of the time we go to OOB or CoV it drops Dogmatic items? its so frustrating. Yeah we have a SK in the group since he is our tank but he already has the drops and almost everytime Dogmatic....
Allisia
06-22-2007, 10:34 AM
Just double or triple up on clerics and increase the chances of getting the drops you want. It has worked a lot when we bring multiples of one class. That's how my wife got her Nem Anhk boots and bracer.
Darian
06-22-2007, 12:23 PM
Yeah We've tried a couple of times having a couple of summoners but still Dogmatic guess we need 4 of the class a healer and tank :p sigh sucks cuz I'm 70/100 and all I can do or want to do is get gear but keep getting stuff I can't use.
Firam
06-23-2007, 01:49 AM
yep, you aren't able to force a specific drop by engaging the encounter onto you and then having everyone else out of group kill it while it's greyed to them. the devs specifically stated they didn't want it to work like this. there was a "minimum number of different classes" required for the new loot rules to take effect, otherwise you still get the completely random drop like before. i'm not sure what the number is, but i'd say 3 or 4 makes sense. just toss 3 clerics in the group and 3 other misc classes and you have a 50% chance for it to drop.
daray
06-24-2007, 06:49 PM
The drop rates are coded as follows to prevent people gaming the system into dropping their set piece (and i have confirmed it). 1) Set piece is rolled against the class entries on the mob's hate list, even if you engage from out of group. 2) Camping, dropping group, going linkdead doesnt clear that entry from the hate list, and so the set piece for your class will still be included in the roll. 3) Having only 1 or 2 people engage and kill it will force a completely random roll. 4) Having 3 or more engage and kill it will force a roll between those classes (at least with all my tests, a piece for one of the 3 classes was always received). 5) Also, having more of one subclass/class will weight the drop in their favor. And off course you get the usual drop rules, like no chest dropping if too much damage is received by the mob from out of group.
Yarginis
06-25-2007, 08:10 PM
Basically to sum it all up, 3 classes whom use different armor drops is the magic number (so Guardian, Zerker, Fury would only count as 2 for example because Guard/Zerker share the same legendary piece) So if you want to have the best chance at your piece dropping, trio is the way to go.
Cakassis
06-25-2007, 09:43 PM
<p>So, to stand the best chance of getting "your" piece to drop, the optimal group would be four of a particular class, and then two others. For example, if you're trying to get the enchanter wrist piece from Vuldoon, your best bet would be to take, say, three coercers and illusionist, a warrior, and a druid, thus weighing the loot table towards the enchanter piece?</p>
Lord Montague
06-26-2007, 10:36 AM
<p>Personally, I think the best way to improve your odds....don't worry about it. If you keep trying then sooner or later you WILL see it. This whole thing of trying to maximize the chances in your favor is a joke.</p>
HomeChicken
06-27-2007, 10:38 AM
since when was it supposed to be really easy to get the gear that ya wanted? work for it, run the instance until it drops
Lairdragna
06-28-2007, 07:42 PM
Home@Antonia Bayle wrote: <blockquote>since when was it supposed to be really easy to get the gear that ya wanted? work for it, run the instance until it drops </blockquote>Maybe because running the same boring, uninspired and non-challenging instance day in and day out removes the fun for most people... Just a thought. Whether it is EoF heroic instances or KoS epic zones, it gets old fast. You want to make this game fun, introduce an LDoN expansion like in EQL. Choose your camp, choose your mission type, choose your exact mission... vary it up, earn points/faction and after enough time invested... novel thought here... buy the bloody piece of gear you want/need, rather than relying on a pathetic random number generator. Guess what, I've raided Labs nearly every week for over a year. In that time, guess how many times the Firebrand Legs dropped... ZERO! Somewhere between 40 and 50 raids and they have NEVER dropped. I know they do drop, I see other people with them. But come on, that is beyond the pale. Yet every week we get the same common fabled drops. Hell in the past year we could have outfitted more than a dozen SK/Inquisitors with Blackcoat Leggings... but Paladins and Templars... go pound salt. Well there are always relic plate legs right? In a year, those have dropped twice and the Paladins and Templars got to compete against the SKs, Inquistors, Guardians and Zerkers. Yet, not a week goes by where Excarnate and Nightchord don't drop like candy. So the argument to just keep running the zone gets old fast. Nobody is arguing that you shouldn't have to invest time, but there has got to be a better way.
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