Drop Mod

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Drop Mod

Post  Aleron Ives on Sun Jan 11, 2009 4:03 am

Lee has finally mapped out the last piece of the drop information that I need, so I can start working on fixing drop rates. Cool The first order of business is to draw up the new drop table. Surprised


Last edited by Aleron Ives on Sat Jan 17, 2009 10:23 pm; edited 1 time in total

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Re: Drop Mod

Post  Aleron Ives on Mon Jan 12, 2009 9:36 pm

Well, I've got a preliminary chart. For comparison purposes, I'll paste the original chart first, then my revised one.

Here's the original:









Here's the new chart. Bold indicates things that have been changed, though a few things in bold might actually be the same as the original chart since I changed things repeatedly.









Yes, I used Lee's spreadsheet of the original drops since they were pre-organized and saved me some trouble. Razz

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cool

Post  MuCast on Wed Jan 14, 2009 6:12 pm

sounds like its a great start, I very much like the idea so i am excited for its release Very Happy
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Re: Drop Mod

Post  Aleron Ives on Sat Jan 17, 2009 10:47 pm

This evening I have finished the tentative drop mod. Cool By "finished" and "tentative", I mean that it's finished unless problems are found during testing. xD I've revised the chart slightly, and this is the one that was used:









I may do a bit of testing on it tonight, but I'm driving home tomorrow so I won't be around. More widespread testing will have to wait for the time being. Mad

BTW, you may have noticed that the forum cuts off Purplenum and Whitill. You have to right click and view image to see the whole chart because this theme doesn't let images be more than 700 pixels wide or so. xD

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Question?

Post  Flash T.H. on Tue Jan 20, 2009 1:19 pm

Um, by drop rates do you mean in general or just one difficulty? I mean it looks like it's in Ultimate...
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Re: Drop Mod

Post  Aleron Ives on Tue Jan 20, 2009 3:16 pm

Yes, Ultimate. There's way too much work to be done to redo every difficulty. Though it needs doing, I'm not that ambitious.

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Re: Drop Mod

Post  Darian Braver on Tue Jan 20, 2009 7:43 pm

And there as much rejoicing in the land.

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Re: Drop Mod

Post  Aleron Ives on Tue Jan 20, 2009 8:30 pm

I've been testing and made a first set of revisions. I think the rates in Mine and Ruins are adequate now, however I may need to do further reducing of rates in Forest and Cave. It was my goal to make all the Red series weapons easy to find since they are "basic" equipment, but I think Sword and Dagger may still be a bit too easy to get. For some reason Tollaws keep gifting me with Monkey King Bars. >_> I'm leery of reducing the rate further because there are so few Tollaws, but I don't want MKB to be as common as RHG. xD

I have to admit that this is a rather nerve racking job.

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Re: Drop Mod

Post  Darian Braver on Sat Jan 31, 2009 2:43 pm

Any progress?

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Re: Drop Mod

Post  Aleron Ives on Sat Jan 31, 2009 4:40 pm

Yes, I'm working on it constantly (though now school is back in session so I have less time). I'm currently on the eighth revision. xD It's a really annoying process... Crank down the rates, kill a bunch of enemies, see what drops too much, crank down rates some more, realize you went too far, go back up, etc. >_< I'm getting closer to something that's ready for more public testing, though. Slowly I'm weeding out the stuff that drops too much. xD

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Re: Drop Mod

Post  Pumpkin on Sun Feb 01, 2009 6:38 pm

looking forward to this!
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Re: Drop Mod

Post  Aleron Ives on Sun Feb 01, 2009 6:43 pm

Well, I'm now on revision 10 and I think it's good enough for more public testing. This may mainly be due to the fact that I will go insane if I have to keep killing shit offline, and I'm tired of tinkering. ~.~

If you're interested in trying the new rates, IM me on AIM or YIM. You will need PSO PC and a character in Ultimate mode.

I'm a bit disappointed, because it seems that the random number generator (RNG) in Ver.2 is rather, well, crappy. It tends to stick to certain numbers and produce similar results repeatedly. For example, I went 9 runs without finding a Red Slicer, and then I found 3 of them all in Cave 2. Similarly, I went 15 runs without finding a Yasminkov 9200M, and then I found 2 in the same run. ~.~ This may be why Sega decided to make the rates so shitty on Ver.2; since their RNG is shoddy, if the rates are even somewhat fair they would have run the risk of having rares drop like hotcakes sometimes. This of course makes it hellish to try to balance things, so I've... tried. D: One thing's certain, and that's that a single run is never indicative of any general pattern.

Also, here's the final chart I ended up using, remember to view the images directly to see Purplenum and Whitill. xD








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Re: Drop Mod

Post  Pumpkin on Mon Feb 02, 2009 6:58 pm

would love to try this but my character isnt in ultimate mode yet.......damn
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Re: Drop Mod

Post  Aleron Ives on Tue Feb 03, 2009 5:33 pm

The only items and rates I changed in Very Hard were those for Hildebear, Hildeblue, Sinow Beat, Delsaber, Chaos Sorcerer, and Chaos Bringer since you can't get those enemy parts in Ultimate. Sad

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Re: Drop Mod

Post  startrekfan39 on Tue Feb 24, 2009 5:27 am

something i noticed is that in your new drop charts, berdysh is unobtainable. i did not see it listed anywhere.

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Re: Drop Mod

Post  Pumpkin on Tue Feb 24, 2009 10:21 am

is this still available to try?
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Re: Drop Mod

Post  Aleron Ives on Tue Feb 24, 2009 4:21 pm

startrekfan39 wrote:something i noticed is that in your new drop charts, berdysh is unobtainable. i did not see it listed anywhere.
There are multiple items I left out of the chart. Many items have been reserved for quest usage. Wink

@ Pumpkin

Do you have an extra PC on which to install PSO?

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Re: Drop Mod

Post  Pumpkin on Tue Mar 17, 2009 11:34 am

Aleron Ives wrote:
startrekfan39 wrote:something i noticed is that in your new drop charts, berdysh is unobtainable. i did not see it listed anywhere.
There are multiple items I left out of the chart. Many items have been reserved for quest usage. Wink

@ Pumpkin

Do you have an extra PC on which to install PSO?

no just this one , whys that?
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Re: Drop Mod

Post  Aleron Ives on Tue Mar 17, 2009 4:18 pm

The best way to try the drop mod is to hack a character with one of the IDs I need to test, give it 60% S-Rank Needles, unlock all the difficulties and areas, use the full offline maps, and use the GC stat file so enemies die faster. You'd have to mess up your installation pretty thoroughly. Razz Testing legitly is too slow to be very useful unless you already have a character with max stats and stupidly overpowered equipment like 40%+ Imperial Picks.

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