1.1.4 patch MATH! is it necessary?

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artsy23 wrote:
[...]

common: crown of thorn drop rate (0.001%) after 1.1.4 patch will be (0.002%)

[...]

edit: But then again i'm not sure the exact drop chance(percentage) of a unique.. this is just my estimation based on my experience.. (all those drop explosions from unique bosses, rare and magic mobs).

We are not playing the same game.

This is no estimation.
"
AmbushRacer wrote:
what's the point of buffing common/uncommon uniques anyway, everyone just vendors them.


Not entirely true. I keep one of each per league, then vendor the lesser duplicates after the league mergers.

Mostly for nostalgia, outside of the weapons while leveling, I rarely use any of them.

It might just be my playstyle, but I can't bring myself to build for a specific unique.
There comes a time thief when jewels cease to sparkle, gold loses it's luster, throne room becomes a prison, and all that's left is a father's love for his child. - King Osric
"
AmbushRacer wrote:
what's the point of buffing common/uncommon uniques anyway, everyone just vendors them.


Everyone? Not everyone. Some people play HC.
Common uniques aren't getting buffed - the contrary, actually. Chris explained this elsewhere but, this change isn't making uniques more common, it's just making it more likely that when a unique drops, it'll be more likely to be one that isn't common-tier.

Another thing is that you're looking at the math in a pessimistic way. Suppose you need on average 5000 fusingS for a 6-link, and they double the chances of getting a 6-link. That's going from a 0.02% to 0.04% chance. It's only +0.02%. Not much, right? Nope, that's 2500 LESS FUSINGS you need on average. That tiny fraction of a percent makes a huge difference.
"
Antigegner wrote:
"
artsy23 wrote:
So i heard unique drop rate will be doubled for common to rare uniques and super-rare will be increased by 20% in 1.1.4 patch. So if my calculation is correct.. it willl be like this.

common: crown of thorn drop rate (0.001%) after 1.1.4 patch will be (0.002%)

Uncommon: facebreaker drop rate (0.0001%) after 1.1.4 patch will be (0.0002%)

Rare: Bino's Kitchen Knife drop rate (0.00001%) after 1.1.4 patch will be (0.00002%)

Super-rare: shavronne's wrappings drop rate (0.000001%) after next patch will be (0.0000012%)

you say why not (0.000002%) well because (20%) of (0.000001%) is (0.0000012%).

lol nice balance... (i'm not whining I'm just really saying what's the point of this patch buff drop rate). Is this drop rate buff really necessary?

edit: But then again i'm not sure the exact drop chance(percentage) of a unique.. this is just my estimation based on my experience.. (all those drop explosions from unique bosses, rare and magic mobs).


the droprate is not the problem for me. It's the many many BADLY DESIGNED uniques that just suck!! I once was really excited once I saw something orange on the floor but lost my interest ever since cuz it's crap most of the time. I don't mind low droprates IF THE STUFF THAT DROPS WOULD AT LEAST BE GOOD.


Theyre not crap theyre just for early lvls sometimes. If you make a lot of new chars instead of maybe mule chars you would love those "crappy" uniques. Besides, people like you who think they should get rid of "shitty" uniques dont know what theyre talking about, every arpg game has low lvl uniques to fill the void. Better find a low lvl 1 than none at all. I take my blackheart rings over 1 shavs anyday.

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Antigegner wrote:

the droprate is not the problem for me. It's the many many BADLY DESIGNED uniques that just suck!! I once was really excited once I saw something orange on the floor but lost my interest ever since cuz it's crap most of the time. I don't mind low droprates IF THE STUFF THAT DROPS WOULD AT LEAST BE GOOD.


^this

at some point i think GGG needs to give some real unique feature to all those uniques that are at best a gap filler in the low-mid tiers, something to make people want to build around those uniques.

my vision on uniques is that low lv ones should be build enablers like leafspring or pilar or lorica, while high lv uniques should be about 1 strong atribute at the cost of other atributs like Oro's Sacrifice.

self found league fan

http://www.pathofexile.com/forum/view-thread/324242/page/1

Last edited by caboom#7201 on May 25, 2014, 3:36:27 PM
"
DirkAustin wrote:
"
Antigegner wrote:
"
artsy23 wrote:
So i heard unique drop rate will be doubled for common to rare uniques and super-rare will be increased by 20% in 1.1.4 patch. So if my calculation is correct.. it willl be like this.

common: crown of thorn drop rate (0.001%) after 1.1.4 patch will be (0.002%)

Uncommon: facebreaker drop rate (0.0001%) after 1.1.4 patch will be (0.0002%)

Rare: Bino's Kitchen Knife drop rate (0.00001%) after 1.1.4 patch will be (0.00002%)

Super-rare: shavronne's wrappings drop rate (0.000001%) after next patch will be (0.0000012%)

you say why not (0.000002%) well because (20%) of (0.000001%) is (0.0000012%).

lol nice balance... (i'm not whining I'm just really saying what's the point of this patch buff drop rate). Is this drop rate buff really necessary?

edit: But then again i'm not sure the exact drop chance(percentage) of a unique.. this is just my estimation based on my experience.. (all those drop explosions from unique bosses, rare and magic mobs).


the droprate is not the problem for me. It's the many many BADLY DESIGNED uniques that just suck!! I once was really excited once I saw something orange on the floor but lost my interest ever since cuz it's crap most of the time. I don't mind low droprates IF THE STUFF THAT DROPS WOULD AT LEAST BE GOOD.


Theyre not crap theyre just for early lvls sometimes. If you make a lot of new chars instead of maybe mule chars you would love those "crappy" uniques. Besides, people like you who think they should get rid of "shitty" uniques dont know what theyre talking about, every arpg game has low lvl uniques to fill the void. Better find a low lvl 1 than none at all. I take my blackheart rings over 1 shavs anyday.



some are good at low level i totally agree but many many are still just crap.
“Human decency is not derived from religion. It precedes it.”
― Christopher Hitchens
My QoL List: https://www.pathofexile.com/forum/view-thread/3279646
are you upset?
i hate you redditors, you know who you are
"
Khisanth wrote:
I don't think that is how the drop rates are going to get changed.

I am assuming rolling for loot works something like this.

1) Roll for rarity
2) If unique is rolled then roll for the unique category

If we ignore Qarl's post then only 2) is being changed. If the chance of getting a unique before the patch was 0.01% then the chance of getting unique after the change is still 0.01%.

Examples using made up numbers in case that was a bit muddled.
Before patch.
1) Common - 85%
2) Uncommon - 10%
3) Rare - 4%
4) Super-rare - 1%

After patch.
1) Common - 70.8%
2) Uncommon - 20%
3) Rare - 8%
4) Super-rare - 1.2%

Chance of getting a unique from a particular category ...
Before patch.
1) Common - 0.0085%
2) Uncommon - 0.001%
3) Rare - 0.0004%
4) Super-rare - 0.0001%

After patch.
1) Common - 0.00708%
2) Uncommon - 0.002%
3) Rare - 0.0008%
4) Super-rare - 0.00012%


It does make sense. Having less Common is really needed. I would be happy to see less orange on the floor but get something interesting when it happens. Now I see an unique drop, I don't give a shit, I know this is another crap unique that I will even not pickup.
IGN TylordRampage
Unique drop rate are way too high. I just started salvaging them for what is too low - crafting mats. JMO.

BTW I dropped 4 lightning coils this season. Good luck EVER 6L one them even after sales of 3. It's mats man not uniques.
Git R Dun!
Last edited by Aim_Deep#3474 on May 28, 2014, 4:51:59 AM

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