Such time consuming live runs only make sense if we would assume the RNG is bugged - and then one run would not be enough, we would need at least a large 3 digit number of runs to have enough data.
Does not help that much (increased the number of simulated runs to 10.000, and this time used a seed to be able to reproduce numbers). Again 500 runs per simulation. Assumed again a bernoulli distribution with p = 0.2 to have a ring dropped from a magi, and if a ring dropped, also a bernoulli distribution with p = 0.2 that it is the legendary one.
Old:
1.999.436 rings, 400.323 legendery rings
Magi: 101 to 183 (5% quantile: 126, 95% quantile: 160)
Ring: 10 to 53 (5% quantile: 20, 95% quantile: 37)
How about something like that one SR level where you turn levers to choose which boss you fight ?
You have 7 levers keep a stone with the Magi color in front of each, pick any 4 and 2 Magi get selected out of these 4 (Or you can pick any 3 levers and these Magi will not spawn for this run). This will effectively allow to target farm specific useful Magi but still quite RNG. If you donât touch the levers before entering it will still be random.
You mean rob players of frustration of never finishing your build? I donât think anybody will feel any joy after 500 runs grindâŚ
Also, just getting the items is not the end. You often need good rolls on those items, too - if you want to push your build to the limit.
You set yourself up for frustration with this approach.
Imagine GrimTools didnât exist and you didnât look at other peopleâs perfect builds. Would you even know this ring existed? Would you feel like your build was missing something?
I donât think youâll even be happy when it drops. Youâll just stop being angry at the game for a moment.
You know rules of the game and decided to âpush build to the limitâ, so donât act surprised.
I mean, all these ideas are nice and creative and they could definitely make use of some of themâŚor they could just buff the damn drop rate and be done with it. If weâre gonna cycle through so many different spawns the least these Magi could do is wear their precious jewelry more often.
Alkamos rings got droprate buff once upon a time, maybe, unlikely exotic systems aside, a drop rate increase would be possible, if we scrape our knees fold our hands and plead hard enough ?
That could also work.
I feel like any solution including blacksmith exchange would be great, no matter how expensive âreforgingâ would be.
Then I wouldnât even know about those rings and if I ever got one, I wouldnât feel âjoy from getting something rareâ because I simply would have no idea how important they are. It would be âjust another legendaryâ since I would already know that triple-rares are the true treasure.
So I would be simply farming drouble/triple-rare Vilothâs Ring with relevant affixes - just like Iâm doing now (because farming 2x Shuroth sucks).
So whatâs your point?
When did I act surprised?
Rules can be changed, especially when they cause nothing but frustration, itâs a bad design and majority agrees that it should be changed.
There would be no problem if there were 2, 3 or maybe even 4 rings. But there are 7 of them and problems starts when you need a specific one. Thatâs the issue. âUnawareâ players doing the dungeon and their joy from getting a rare ring are unaffected.
Majority of playerbase have never reached lvl 85 or beaten the game on Ultimate - according to Steam achievements that is. Which probably means they could care less if droprate of certain items was increased from like 4 to 8% or whatever.
Still waiting for that second purple Alkamos ring, after playing the game for 3+ years =)
Mhm, yep. Although the difference is pretty negligible. Funny though how once I got two Soulrends in two back to back runs, I mean, what are the odds? But yeah, itâs not very clear why the rings should have slightly different drop rates ::shrugs::
for me, itâs every ~ 50 at a time on magi ring drops. I saw someone on steam forums saying this exact thing too so I am sure I ainât alone on this.
I donât know why it takes so long for some, could be just really bad mood for RNJesusâŚ
Once upon a time one ancient sage said: âchance to drop is always 50%: either it drops or it doesnâtâ =) In the end weâre all at the mercy of RNGesus⌠but I guess Iâm doing alright having at least one of the rings drop in '22 New Years Eve XD
And the average number of runs needed for a pair is 1/p + 1/q - 1/(p+q) where p and q are their respective drop chances. From a discussion over 2 years ago where people were calculating a bunch of stuff.
Quantiles are not that easy to calculate though (at least for me) and youâd better just simulate