Wait a minute you only got 7 exotics out of 200 rares? That seems like there might be a bug there, you should have somewhere around 15-20% chance of making an exotic from 4 rares (lvl80). But with 200 rares that’s a big enough sample size to tell something is wrong. But your original chances with lvl80 rares to get a precursor were slightly better than 1/1000.
its 15 to 20% chance per combine, hence, every 4 rares gives a 15-20% chance at exotics, so on average, at 15% every 26 rares gives you an exotic. Of course, thats if you have consistent performance with the average, if your unlucky it can be way worse.
15% or 20%? 5% is a big difference… and I would like to see where you got that data because as someone else said I was around the 11% and that is ridiculous lol
don’t freak out man, it’s really simple. Basically the percentages have been found to be between 15-20% chance. Your example was on the lower end, meaning it was just bad luck. But if we preformed the same test maybe 20 (with about 200 rares and etc.) times you’d see the chance of getting the exotics to be between 15% and 20%. In short you had some bad luck that put you below the average.
I’m not freaking out I just made a question, and this isn’t the 1st time I do this and have to say this is the most exotics I have ever got lol Those numbers aren’t even close so yes I would like to see that research.
I’ll do some digging and see what i find, it is somewhere.
Edit: HAHA i found it, gosh that was painful.
https://docs.google.com/spreadsheet/ccc?key=0At1gVbEnCATUdFZPNjJ3bHlSXzZOZDRMM3Vud1NTbXc#gid=0
and if you want more to read up on it
http://www.guildwars2guru.com/topic/67443-precursor-r-d-thread/page__st__60
Ninja edit:
“Total mystic forge attempts: 740
Total exotics obtained: 144
Exotic chance: 19.46%, which is roughly one per every five attempt.” quote from the guy with the spread sheet.
Note this is of course using lvl 80 rares, if you use anything lower the percentage will be lower.
(edited by Shuguard.7125)
Wait a minute you only got 7 exotics out of 200 rares? That seems like there might be a bug there, you should have somewhere around 15-20% chance of making an exotic from 4 rares (lvl80). But with 200 rares that’s a big enough sample size to tell something is wrong. But your original chances with lvl80 rares to get a precursor were slightly better than 1/1000.
its 15 to 20% chance per combine, hence, every 4 rares gives a 15-20% chance at exotics, so on average, at 15% every 26 rares gives you an exotic. Of course, thats if you have consistent performance with the average, if your unlucky it can be way worse.
15% or 20%? 5% is a big difference… and I would like to see where you got that data because as someone else said I was around the 11% and that is ridiculous lol
don’t freak out man, it’s really simple. Basically the percentages have been found to be between 15-20% chance. Your example was on the lower end, meaning it was just bad luck. But if we preformed the same test maybe 20 (with about 200 rares and etc.) times you’d see the chance of getting the exotics to be between 15% and 20%. In short you had some bad luck that put you below the average.
General Molradovich, dredge boss path 3 who puts fire rings on players can also put them on the npc and pets which caused a few mishaps. >.>
The Onion of dungeons. :P
Wait a minute you only got 7 exotics out of 200 rares? That seems like there might be a bug there, you should have somewhere around 15-20% chance of making an exotic from 4 rares (lvl80). But with 200 rares that’s a big enough sample size to tell something is wrong. But your original chances with lvl80 rares to get a precursor were slightly better than 1/1000.
its 15 to 20% chance per combine, hence, every 4 rares gives a 15-20% chance at exotics, so on average, at 15% every 26 rares gives you an exotic. Of course, thats if you have consistent performance with the average, if your unlucky it can be way worse.
Right, he had slightly bad luck. He had about 65 combines(roughly) out of which he got 7 exotic, so he had about an 11% chance of getting an exotic(in this example). So in short just a bit of bad luck.
“Thank you for your patience” Tm ArenaNet
Wait a minute you only got 7 exotics out of 200 rares? That seems like there might be a bug there, you should have somewhere around 15-20% chance of making an exotic from 4 rares (lvl80). But with 200 rares that’s a big enough sample size to tell something is wrong. But your original chances with lvl80 rares to get a precursor were slightly better than 1/1000.
Well there could be a lot of mobs guarding the back of the area, they pop in and set up turrets to try and kill magg and not hit players(with the turrets just the charr). Then choose between killing only turrets or attack the mobs for extra loot or a few pass fail scenarios. What i’m saying is there are options, but unless you have really high dps you gotta kite at the moment. But i think this section is poorly designed.
I could be really, really bored sometime in the future and could use something fun to do.
I think an overwhelming amount of threads and concerns on this topic in particular have been seen by the dev.s and they are looking for a solution. I can’t exactly say how they will adjust to fix the issue, but I’m sure they are at least formulating a plan (I hope).
I for one appreciate this thread. Because it was actually something different. It’s okay either follow a zerg for a few hours or jump puzzle to victory.
I would love to see this as well.
I have about 105 plush griffon tonics from trying to make an endless of it, to me that’s close enough to endless.
Note this isn’t really a dps race fight it’s just a very difficult mechanic fight, you can do damage while she is invisible and possibly poison and slow the healing, but it all comes down to the runners.
You can’t anymore, she goes invulnerable now whenever she’s stealthing. In fact all the “invulnerable” notices popping up are your clue that she’s about to disappear.
Anyway we tried this one too, almost exactly how you describe it (a million tears stacked up on the left wall, 2 designated runners) but it led us nowhere. Most of the time I would be stunned (as the one on which she fixated her aggro I was nearly perma stunned, and btw this part of the fight is absurdly annoying, whoever the hell thought that stunning players continuously and at extremely brief intervals is good design should be fired, plenty of times I would get unstunned by someone else only to get stunned again a fraction of a second later) and at least one of the sparks would aggro me. It’s easy on paper but in practice all you need is a missed unstun ONCE and she’s back to 90%.
Oh believe me, She stunned me real good… I personally had to go through that encounter for maybe 14 hrs in two attempts (5 for the first one then a new build cut us short :/ ) with her always aggro’d to me.
But i know the pain, it takes a lot of special coordination and luck to get through it. But i would say whoever she aggro’s to cannot be a runner, so a back-up runner might be needed. Personally it is easier if you have someone as a designated cleanser(tear thrower) on voice communication to un-stun you. I love the difficulty, but it’s a little more broken than difficult.
Clearly the moss man did not invest in an awning that could protect him from unforeseen attacks from above. Heck he didn’t even invest in a retractable one. Plus i would greatly appreciate it if they fixed his extremely large “boss status” health bar (the real problem).
I posted this in another thread but hopefully others can try this method and possibly beat this encounter.
I know this is probably going to be a bad picture, but this is how i did it.
So my composition was 2 people with plenty of speed buffs and 3 dps/players to aoe the boss fight.
Here’s how we started(before aggro-ing the boss). We got a lot of dwayna tears and put them to the left side of the alter where we would fight the boss. Just along the wall somewhere away from the sparks(anywhere can do we just liked that left wall, it had enough space).
We started the fight and pulled her to where our dwayna tears were located and kept her there for the rest of the fight. Every health interval the boss will go invisible and summon the sparks.
Note this isn’t really a dps race fight it’s just a very difficult mechanic fight, you can do damage while she is invisible and possibly poison and slow the healing, but it all comes down to the runners.
We have two runners: 1st runner and 2nd runner. The first runner grabs the 2 top sparks and runs at certain angles (as drawn in the poorly made picture). While at the same time the 2nd runner is grabbing the other 3 sparks and lining them up at those angles. If it works out correctly the sparks should fit into the spots without any difficulty.
Please note the sparks have a bit of an aggro problem with someone who is stoned and may be attracted to them. Hence the stockpile of dyawna tears. If your spark runners are fast enough the boss will go down pretty smoothly.
There can be a few problems with the spark pathing, but it is up to the runners to get the sparks in the right place. I find it best to keep it to two runners to keep it clear of other people aggro-ing sparks and the rotation thrown off. Hopefully it helps.
Note again the map is drawn as you look at it(with an overview) map picture and locations will vary.
probably gonna say merchant them. Or if you really like the looks maybe transmute them. But it is your call.
Paying a person for dungeon runner services illegal??? Nah, now if you were doing it with exploits there may be an issue there, but if you are basically a merc for hire. I see absolutely no problem with it and would encourage doing it.
I don’t know if you a dungeon runner or not OP, but personally i feel like this game is lacking from really hardcore bosses or some form of raids. Something that requires a large team and coordination.
Overall i find that the WvWvW sandbox is kinda small and lacking. I get a completely different feeling while playing planetside 2 open world stuff vs. gw2. Wiping a zerg in gw2 compared to wiping out an enemy zerg of tanks doesn’t have the same feel to it.
Actually azix i thought of a slightly better idea. Rather than my previous ideas. But this is mostly for a future patch update idea. There should be a group clear bonus at the end of the dungeon rewards. For example. Say each mob was organized into groups, lets take AC for example, The first pack of gravelings in the hallway with the traps as group 1. Then add a few more packs that are scattered into groups. Now this idea goes like this:
At the end give the players the standard dungeon reward, and here’s the kicker, for each mob group that is cleared give bonus exp, karma, tokens, loot/cash(whichever anet chooses). Make maybe 3-5 groups of enemies per dungeon, this way clearing a dungeon is more rewarded. It might not give the option of full clearing a dungeon, but it could be better than speed clearing 2 paths rather than full clearing one. Ultimately Anet would have to balance this, since i don’t know all the metrics, but the thought counts.
The problem with your solution, Shuguard, I have clearly defined what we are going to do and people just break the rules all of the time. Im not too strict… Ill even skip oozes in AC, but people just say, “Yea, sure” but don’t listen at all. It’s just unreal.
They will skip anyways, you can’t completely stop it, but if you can give them good enough reason to not skip a majority will change. I can’t give an end all answer unless perma-aggro + good rewards are in place, because changing a human nature is very difficult.
Edit: if those people are giving trouble then just kick them, you want to put a constraint on the group, so you must deal with it.
Here’s a better “fix” make dungeon loot not suck, even if it was scraps always dropping off a mob that could be sold, it could just barely be worth it. Or by adding more cash to gold level mobs and silver level mobs appropriately. Rewarding players for doing something is always better than punishing them for not doing something.
But ultimately your problem lies in not making the kind of groups you want.
In terms of dungeons there are a few good reasons why the dungeon tokens are unique.
1. You shouldn’t be able to do the easiest dungeons to get the hardest armor sets. Sure they are all for looks and that was probably already compromised when arah shard farming was around.
2. Dungeon special jewelry, These special jewels have recipes where the only difference in the recipes depends on what tokens you throw in. For example the TA ring vs. the Arah ring the difference is in the unique tokens (the super rare recipes from the bosses).
3. Adds diversity, i know right now dungeons are in a secondary spot because of fractals, but diversity is never a bad thing to have unless there are way too many dungeons, which can cause a problem, but we are talking a lot of dungeons rather than 8 different dungeons (9 if you count fractals).
why don’t they just let us skip everything and go to the final boss already, it sounds like that what people want.
Personally i’d love a timed attack or a boss mode or even an all path mode. Something to spice it up from the standard modes we have.
But mostly people want the bosses(their coins) and the chests that come with them.
-snip-
Finally someone who explained you don’t have to do 4-1 and try to bring her down in one try. When I was doing it last time, my team did it pretty similiarly.
Not a problem, the only reason for us taking a long time to down it was a lack of speed buffs, bad pathing, and cause a third guy kept on getting in the way. You are welcome.
I know this is probably going to be a bad picture, but this is how i did it.
So my composition was 2 people with plenty of speed buffs and 3 dps/players to aoe the boss fight.
Here’s how we started(before aggro-ing the boss). We got a lot of dwayna tears and put them to the left side of the alter where we would fight the boss. Just along the wall somewhere away from the sparks(anywhere can do we just liked that left wall, it had enough space).
We started the fight and pulled her to where our dwayna tears were located and kept her there for the rest of the fight. Every health interval the boss will go invisible and summon the sparks.
We have two runners: 1st runner and 2nd runner. The first runner grabs the 2 top sparks and runs at certain angles (as drawn in the poorly made picture). While at the same time the 2nd runner is grabbing the other 3 sparks and lining them up at those angles. If it works out correctly the sparks should fit into the spots without too much trouble.
Please note the sparks have a bit of an aggro problem with someone who is stoned and may be attracted to them. Hence the stockpile of dyawna tears. If your spark runners are fast enough the boss will go down pretty smoothly.
There can be a few problems with the spark pathing, but it is up to the runners to get the sparks in the right place. I find it best to keep it to two runners to keep it clear of other people aggro-ing sparks and the rotation thrown off. Hopefully it helps.
Note again the map is drawn as you look at it(with an overview) map picture and locations will vary.
Then advertise groups for people that don’t want to skip.
I don’t blame people for wanting to skip mobs. The loot in this game is terrible, nothing better than getting a mob’s loincloth every time or nothing at all.
I also find that 120 works out nicely as well because not all 3 paths are optimal(or work) to do. I very rarely see groups advertising to do SE paths 1 and 2 leaving only pugs to do path 3. Would love to see some dungeons get a little bit more balancing if this lodestone idea goes through.
120 tokens is too little. 2 dungeon runs shouldn’t give you a charged lodestone.
Also random lodestone from AC? yeah right… that’ll drop the price of all lodestones by a massive amount.
I mean I want my lodestones as much as the next guy, but let’s not exaggerate on the price. Lodestones are still valuable.
But the problem is most recipes of anything valuable require 100-250 lodestones, some even 350 charged lodestones. Basically doing 2 dungeon runs is somewhere around 45min – 1hr which is basically equivalent to farming 1 lodestone per hour. So it pretty much evens out with general farming vs. doing dungeons.
So if a player did 2 dungeon runs a day to get a 100 lodestone recipe that player may need about 85-90 days(with wondrous goods factored in) just to complete it. Which if something takes over 2 and 1/2 months just on dungeons runs alone is pretty much where it needs to be imo.
I completely agree with the OP, this way fractals are not the only source of money and better loot. This adds more reason to do the other dungeon than just grinding out fractals.
Well there are rare ring recipes and chances of precursor dropping from the chests. But i agree the RNG sucks in this game.
you get 30 slots with each purchase.
Max capacity is 240 slots total.
http://wiki.guildwars2.com/wiki/Account_vault
Awww i would have loved seeing a buff to signet of mercy. Oh well
just ran AC, got everything, no problems on my end.
Any word if they added copper to silver and gold to plat recipes with all the new ones that came in the patch?
i tried using 2 copper doubloons, but it doesn’t show up in my discoveries list as an option.
Drunken AC runs??? That woman is totally barfing harder than the last boss in path 3 Arah. Or green smoke i can’t tell. Robert what’s the over under on this one?
Edit: for great JUSTICE (and great censorship)!
(edited by Shuguard.7125)
There is no specific way of telling which ones you have done. But in the hero tab it will tell how many you have done. Then the explorer tab will tell you all the paths(total per dungeon) you have done, but none are specified. Sorry this couldn’t be of much help.
Signet of Mercy is the most worthless signet. The cooldown sucks compared to every other classes ranged rez ability(support utility) and it has almost a 4 second cast time. In other words it’s pretty useless. I would greatly appreciate a buff to it. Be it in cooldown, cast, or range i’ll take any of the three preferably 2/3.
I don’t think fractals have killed the game, but fractal rewards are a little imbalanced compared to everything else. Not to mention fractals are generally easier than having to manage temple events. They have little down time compared to dragon events and you can get money and better drops than from regular dungeons(generally it’s faster unless you know really short paths(but too many paths runs into DR)) or WvW.
So in other words everything else in the world needs to give rewards on par or better(vs the opportunity cost) with fractals.
you can grab anyone and do anything (Arah might be a little more of an exception), but if you use the LFG tool from gw2lfg (you can even specify what path you want in it as well). You can find who you need for whatever dungeon or path you want to do. You just have to be the man(or woman) to make the party and go for it. The only difference is by taking pugs you increase your chances of failure slightly, but if you tough it out, you can still complete the dungeon.
hey a guy or girl put 100 gold into a title and a blue marker on the map. Then I move along. I might be some weird minority, but hey achievements are achievements. I will never tell someone i don’t know how they should play (unless they are asking for advice, but that’s a different story).
played maybe 3 hrs just wandering aimlessly gotten about 3 afterwards. RNG baby it’s everywhere.
How on earth did someone figure out that path to start with? I wonder if it was specifically to get to Arah or if they were just bored and seeing where they could get to on the map and found Arah as a result lol
Boredom and curiosity often allow people to discover new methods of doing things. So for this i’ll guess someone wanted a work around for not having enough people around to do the events or the door being broken.
I would recommend adding a guardian or a support/reflect mesmer.
After Simin there was some optional event that we skipped (thats probably what youre talking about).
kk, i’ll do some testing when i get some free time.
I recommend trying the explorer achievements for treasure chests, there’s a nice mini dungeon in dredgehaunt cliffs, or jump puzzles.
for simple bugging and testing purposes.
Did you do the giants event(with the pact and cannon) after simins? Or did you go straight for the bloodstone OP?
Recently the percentages were boosted, so the true value is still kinda unknown. But i know that before lvl 80 rares were around .1%. So they could be around.2% or .15%. Yes lvl 76 will work, but it will have a slightly less chance than lvl 80 rares. The two main requirements are the “lvl” and the “quality”. Hint named exotics are no different from non-named exotics since they are both exotic.