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Drop Rate related to monster life?
#1
So my cousin was training in malaysia today and he and noticed some stuff :

It seems that most of the time he got something else other pots/ores/etc , it seemed that the monster had just spawned.

Also he noticed had more frequent drops with better stats when he took a shorter time to kill the montsers, i.e. 2hitting instead of 3 hitting.

Hence he had a theory: that monster's drop rate is inversely proportional to the the lifespan. That monsters stand to drop stuff if they their lifespan is very short.

For proof he also referred to the area bosses, where it can be seen hw the monsters tend to drop scrolls and more etc when they are killed very fast but drop quite little if they stay alive for long.

So my question of the day is: is this theory true, false or plausible? Does anything in the game data support or disapprove of this theory?
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#2
no. just no.
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#3
Just no. My 90-hit-kill of Homunculus dropped me an equip. It is just:
If you kill them in 1 hit, then you can kill 90 monsters when I can kill 1, so you will get 90 times the equip. If you kill them in 90 hit, it will take longer to kill a monster, which is also longer to get an item.
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#4
I am surprised that in this kind of in-depth-gameplay-analysis forum, the drop mechanism is not known because it's not that complicated afterall.
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#5
LeJoueur Wrote:the drop mechanism is not known because it's not that complicated afterall.

It's pretty simple...
1) Retrieve all items that can be dropped, and their droprate
2) Generate a random number to determine whether they drop
3) Some items have quantity as well as droprate, generate the number to drop (mesos, boss pots)
4) Make them all appear over the monster, fly in the air, and land on a viable platform.
5) Check whether they're associated with inactive quests, if so, make them invisible
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#6
Stereo Wrote:It's pretty simple...
1) Retrieve all items that can be dropped, and their droprate
2) Generate a random number to determine whether they drop
3) Some items have quantity as well as droprate, generate the number to drop (mesos, boss pots)
4) Make them all appear over the monster, fly in the air, and land on a viable platform.
5) Check whether they're associated with inactive quests, if so, make them invisible

step 2 can be decomposed in several sub-steps that can help maximizing drop-hunt: e.g. there are moment where it is way more efficient to hunt MM and some moment where it's just wasted time
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#7
LeJoueur Wrote:step 2 can be decomposed in several sub-steps that can help maximizing drop-hunt: e.g. there are moment where it is way more efficient to hunt MM and some moment where it's just wasted time

Not unless you think it's possible to know what the random seed is at a given time and manipulate it to give you a result you want.
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#8
Dusk Wrote:Not unless you think it's possible to know what the random seed is at a given time and manipulate it to give you a result you want.

I'm talking about understanding the mechanism to use it more efficiently, I'm not talking about hacking or tweaking anything to make it appear in a magical way what you want.
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#9
Ok, I'll break down step 2 more.
1) Item's droprate is d, which is typically approx. = 0.00005 (for equips), or about 0.5 (for etc.)
1.5) If you have a 2x drop card (apparently) Multiply d by 2.
2) Generate a number r between 0 and 1 randomly (every programming language will have a function for this, they use various mechanisms but generally it would be synchronized across the server so what someone does at the other end of Maple affects your luck)
3) Check if r < d
3.5) If there's a 2x event, repeat step 2 and do (r1 < d || r2 < d) // this step is broken... 2x events don't work
4) If it is true, drop the item.



Some bosses can drop the same item twice (Zakum, for one). This is handled by repeating the item. As far as I know, Zakum tries 5 times for helmets, and however many are successful, you get that many. Rate seems to be about 0.4 for each...
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#10
Stereo Wrote:Some bosses can drop the same item twice (Zakum, for one). This is handled by repeating the item. As far as I know, Zakum tries 5 times for helmets, and however many are successful, you get that many. Rate seems to be about 0.4 for each...

Nah, Zakum drops 5 helmets, and each has a different drop rate. The first one is guaranteed. The second one drops at an 80% rate, and the other three drop at a 30% rate.
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#11
Stereo Wrote:Ok, I'll break down step 2 more.
1) Item's droprate is d, which is typically approx. = 0.00005 (for equips), or about 0.5 (for etc.)
1.5) If you have a 2x drop card (apparently) Multiply d by 2.
2) Generate a number r between 0 and 1 randomly (every programming language will have a function for this, they use various mechanisms but generally it would be synchronized across the server so what someone does at the other end of Maple affects your luck)
3) Check if r < d
3.5) If there's a 2x event, repeat step 2 and do (r1 < d || r2 < d) // this step is broken... 2x events don't work
4) If it is true, drop the item.



Some bosses can drop the same item twice (Zakum, for one). This is handled by repeating the item. As far as I know, Zakum tries 5 times for helmets, and however many are successful, you get that many. Rate seems to be about 0.4 for each...

I disagree with this. Since it randomly chooses a number with no permutations, it will always be random. If there's nothing in the code that says for it to be a permutation, it's completely random.
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#12
Kabanaw Wrote:I disagree with this. Since it randomly chooses a number with no permutations, it will always be random. If there's nothing in the code that says for it to be a permutation, it's completely random.

The only problem with that is that there is no such thing as a truly random number generator. There is either some algorithm, or an impossibly long string of predetermined numbers in most random number generators.
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#13
DarkPwnage Wrote:The only problem with that is that there is no such thing as a truly random number generator. There is either some algorithm, or an impossibly long string of predetermined numbers in most random number generators.

In c++ I coded a blackjack game where the number is selected depending on the time. It goes down to 1/1000 of a second. It selected a number between 1 and 11, and every time you restarted it it was different. Even if there's no completely random function, doing things like bait scrolling won't improve your luck.
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#14
That's assuming your RNG is completely time-based.

If Maple's pseudo random number generator were flawed in such a way that the next RN generated from, say, a low RN statistically tended to be a high RN, then bait scrolling could actually be true.
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#15
MaplePorn Wrote:That's assuming your RNG is completely time-based.

If Maple's pseudo random number generator were flawed in such a way that the next RN generated from, say, a low RN statistically tended to be a high RN, then bait scrolling could actually be true.

I disprove bait scrolling with basic proof from the game: You can scroll an amazing item without or with bait scrolling. You can also scroll a crappy item with either. Even if the system is flawed, it's not that big of a difference.
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#16
MaplePorn Wrote:That's assuming your RNG is completely time-based.

If Maple's pseudo random number generator were flawed in such a way that the next RN generated from, say, a low RN statistically tended to be a high RN, then bait scrolling could actually be true.
That would require you to know
1. the algorithm the RNG uses: this isn't too hard, I think there's a standard RNG used.
2. the seed: next to impossible to determine
3. exactly what causes the server to generate a random number: probably a lot of things besides scrolls
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#17
Isn't there a random drop rate for all items which is higher in bosses or something?
If not, isn't there at least a equip drop rate, and the equip you get is randomized (a.k.a. an advanced algorithm)?
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#18
From what I gather, each individual drop from each individual monster has its own drop rate, they're all coded separately. It's not like they'd save much by using some algorithm instead.

It's possible to get multiple equips/etc/pots from any monster, it's just unlikely (since each equip is 1 in 10000, getting 2 equips is 1 in 100,000,000)
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#19
Stereo Wrote:From what I gather, each individual drop from each individual monster has its own drop rate, they're all coded separately. It's not like they'd save much by using some algorithm instead.

It's possible to get multiple equips/etc/pots from any monster, it's just unlikely (since each equip is 1 in 10000, getting 2 equips is 1 in 100,000,000)

1/10,000 is a little high. you know how many lvl 20 warrior gloves i get per lvl at Roids? Tongue
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#20
Kabanaw Wrote:1/10,000 is a little high. you know how many lvl 20 warrior gloves i get per lvl at Roids? Tongue

I get an equip maybe once per 2500 cold eyes or so.
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