Lets Improve Magi Ring Farming

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)
  • Legendary Rings: 0 to 18 (5% quantile: 2, 95% quantile: 10)
  • in 14.6% of all simulations not all legendary rings dropped at least twice
  • in 2.1% of all simulations at least one legendary ring did not dropped at all

Modified (Magi’s of last run not available in the next run)

  • 1.998.801 rings, 400.208 legendery rings
  • Magi: 116 to 170 (5% quantile: 132, 95% quantile: 154)
  • Ring: 8 to 54 (5% quantile: 21, 95% quantile: 37)
  • Legendary Rings: 0 to 17 (5% quantile: 2, 95% quantile: 10)
  • in 13.4% of all simulations not all legendary rings dropped at least twice
  • in 1.9% of all simulations at least one legendary ring did not dropped at all

So while the variance of the number of magi is certainly lower, the effect on the drops is less pronounced

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 don’t touch the levers before entering it will still be random.

You mean rob players of frustration of never finishing your build? I don’t think anybody will feel any joy after 500 runs grind…
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 didn’t exist and you didn’t look at other people’s perfect builds. Would you even know this ring existed? Would you feel like your build was missing something?
I don’t think you’ll even be happy when it drops. You’ll just stop being angry at the game for a moment.
You know rules of the game and decided to “push build to the limit”, so don’t act surprised.

and if we speak about ideas - adding a smith to the dungeon who can craft a legendary version using e.g. 10 epic versions of the same magi ring

I mean, all these ideas are nice and creative and they could definitely make use of some of them…or they could just buff the damn drop rate and be done with it. If we’re 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 ?

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So what do you guys think droprates should be like then? 10% for purple one ? I mean not counting magi spawn etc.

Not that I think it’s gonna happen but would be nice

That could also work.
I feel like any solution including blacksmith exchange would be great, no matter how expensive “reforging” would be.

Then I wouldn’t even know about those rings and if I ever got one, I wouldn’t feel “joy from getting something rare” because I simply would have no idea how important they are. It would be “just another legendary” since I would already know that triple-rares are the true treasure.
So I would be simply farming drouble/triple-rare Viloth’s Ring with relevant affixes - just like I’m doing now (because farming 2x Shuroth sucks).
So what’s your point?

When did I act surprised?
Rules can be changed, especially when they cause nothing but frustration, it’s 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. That’s the issue. “Unaware” players doing the dungeon and their joy from getting a rare ring are unaffected.

Even if every user on this forum agreed, that’s not majority of player base.

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 =)

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grimtools currently has some weird drop probabilities for them (not equal)

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, it’s not very clear why the rings should have slightly different drop rates ::shrugs::

Yeah, I feel ya. Got like 6 Soulrends though :joy:

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for me, it’s 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 ain’t alone on this.

I don’t know why it takes so long for some, could be just really bad mood for RNJesus…

simulated just for fun the number of necessary runs to have both legendary Alkamos rings.

5% will need less than 20 runs
50% will need less than 91 runs
95% will need less than 265 runs
99% will need less than 377 runs

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Once upon a time one ancient sage said: “chance to drop is always 50%: either it drops or it doesn’t” =) In the end we’re all at the mercy of RNGesus… but I guess I’m doing alright having at least one of the rings drop in '22 New Years Eve XD

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Meanwhile I was farming for Soulrend and I have got both Alkamos’ rings before the weapon :rofl:

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I’ll just tell the game I’m farming for Soulrend then….Alkamos rings should drop now. :joy:

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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 you’d better just simulate :wink:

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