(edited by Tom.6478)
Chests....what determines what you get?
Magic find has no effect, and medal color / dmg also has no effect.
Nothing affects is except maybe some form of DR.
Short version: It’s all down to a random number generator/luck. Nothing you do has any effect beyond determining whether the chest shows up or not.
Longer version:
Firstly each chest has it’s own loot table, a list of all the items it’s possible to get from it. If something isn’t on this list you will never get it from the chest. (For example you will never get anything but equipment and gemstones from the Shadow Behemoth chest.)
Secondly each item on the table has it’s own % chance of appearing, which will vary depending on how rare it is. Some items might show up 50% of the time others might only appear 0.01% of the time.
There are other factors too which I don’t fully understand, for example the loot is now scaled to the level of the character (or close anyway, within 5 levels or so) to make sure downlevelled players still have a chance of getting something they can use. But I’m not sure if that means the chest drop RNG just determines the type of item and the stats are rarity are done by a seperate RNG based on player level, or if it means theres multiple different loot tables or what.
“Life’s a journey, not a destination.”
So if you show up at the last second and get one hit in, you have the same chance at rare loot that someone who was there from the start………..that doesn’t seem fair….
So if you show up at the last second and get one hit in, you have the same chance at rare loot that someone who was there from the start………..that doesn’t seem fair….
From my experience, that’s not usually nearly enough to gain participation credit at all.
Random number generator determines what you get.
Since the question has been answered – thread can now be closed.
So if you show up at the last second and get one hit in, you have the same chance at rare loot that someone who was there from the start………..that doesn’t seem fair….
Not exactly. There is a minimum participation requirement before you get the chest, same way there is for DE rewards or XP and loot from killing a champion.
But once you qualify for the chest you get the same chance at loot as everyone else who gets it. There’s no way to guarentee you’ll get better loot.
“Life’s a journey, not a destination.”
So if you show up at the last second and get one hit in, you have the same chance at rare loot that someone who was there from the start………..that doesn’t seem fair….
Fairness has got nothing to do with it. So many other games have become antisocial in the name of fairness. Kill stealing, camping spawns, bickering over who gets what loot.
Anet bucked the trend, and decided that cooperative social play was more important than fairness. You can’t kill steal – another person attacking “your” mob doesn’t reduce your exp or loot. They just help you kill it faster (and you help them). You can’t camp spawns per se – the number of mobs spawning for an event will scale up based on how many people are in the area. Each person gets their own drops from mobs, so no arguing over who gets what loot.
And if you do a minimum amount of damage, you get a chest. If you tried to make it “fair” and increased the chance of better loot based on the damage you did to a boss, you’d get anti-social twerps getting mad at you for helping the fight. If you help, the boss dies quicker, and they can’t do as much damage. So your “help” would lower their chance of a rare drop and they’d hate you for it.
You know how frequently people will announce champion boss spawns on map chat? Or you can ask if a dragon has spawned yet, and get an answer? You could kiss that goodbye if they made chests and boss drops “fair”. People would try to keep bosses secret so they could do the most damage and get the best chance of a good drop. People would lie to you about the dragon spawning, to make you go away thus increasing their chance of getting a rare from the chest.
(edited by Solandri.9640)
Anet bucked the trend, and decided that cooperative social play was more important than fairness. You can’t kill steal – another person attacking “your” mob doesn’t reduce your exp or loot. They just help you kill it faster (and you help them). You can’t camp spawns per se – the number of mobs spawning for an event will scale up based on how many people are in the area. Each person gets their own drops from mobs, so no arguing over who gets what loot.
But it is already there – players trolling each other about the dragon spawn time, because less players – less fps loss due to all the particle effect spam, as well as culling.
Same with monsters – very often (on crowded servers) it is almost impossible to score a hit during the penti/shelter events, even though I know/can predict all of the mob waves. It is not just me, I am hearing the “too many people” complains from other players as well.
There are also at least 2 more locations in the open world where I would like to see no other players around to reduce the competition (that by your words is not there) and just for this reason I am not going to spoil them on forum.
Just because you can’t see the problem it doesn’t mean it’s not there.
(edited by Maylojager.1307)
There are also at least 2 more locations in the open world where I would like to see no other players around to reduce the competition (that by your words is not there)
Those are not my words. That’s your misinterpretation of my words. I said Anet prioritized cooperative play. You’re misinterpreting that to mean they eliminated all competitive play. If someone likes white shirts, you can’t use that to conclude he owns no black shirts.