Currently on one newest hero i have roughly found 300 Con, Int and End mods by flying around
and farming between cosmics and what not... while in my bags there sits a tiny stack of 2 EGO mods.
This can't be RNG and it's hurting pretty much everyone using EGO or other mods that never drops,
while heroes utilizing CON, INT or other mods which always drops, are just happy with farming.
There is no valid & logical reason for having some mods be super rare while others drops all the time,
especially when all mods are pretty much used by builds in one way or another.
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In any case, I feel your pain and would like to know how equal the drop rates actually are.
And I will always be @DZPlayer122.
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Doesn't matter if this is intended or a bug, it needs to be sorted out - period.
You're not suppose to find 300 each of INT, CON, END. Then only 2 EGO... thats a 0.2% droprate.
It's easy to say it's RNG, but that could still meen that some mods has a significantly higher droprate
then other mods.. and i'm willing to be this is the case.
Like many other players has said that i've spoken with. Certain mods "never" drop..
No but really, the stat mods all seem to drop about evenly for me. It's the specific framework damage boost mods that need to be looked at. It's pretty stupid that some can be so readily available while others, such as spell of takofanes and clarence's machinery, only drop once per freaking year because they're locked to yearly events.
That is how true RNG works. What you are asking for is devs to not use true RNG. I.E. when you don't get a drop, there is a slight increase in chance until you finally get a drop.
Considering R5 mods have absolutely flooded the game, I'm not sure why anyone needs to farm for them.
[at]riviania Member since Aug 2009
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I guess you could call this a challenge if you want, but i'm willing to bet my savings on
that some mods (EGO, Pre, etc) has a much lower drop % then other mods (CON, Int, Str).
I would love to see the actual stats for each mod droprate - to be proven wrong.
And everyone who keeps saying it's rng and "bad luck", sure you can have CON mods having a 99% droprate
while EGO has a 1% droprate and still call it rng, but that's not true rng, its STACKED rng with
the odds stacked against you.
What i would like to see, is a true rng for enhancement, armor and coremods where each mod
has exactly the same droprate % - that is TRUE rng without odds stacked against you.
And when it comes to collecting this type of material, where all materials are used equally,
all materials should drop equally.
"true rng" doesn't mean that you flip a coin 100 times and get 50 heads. True rng means you can get any combination of heads and tails in any order. It's not guaranteed that the end totals equal the chances ( unless you put a system in place that forces that outcome at which point you're making it less rng ).
As a dev pointed out, each mod has the same droprate. If you have non-anecdotal evidence that shows otherwise, feel free to share.
My super cool CC build and how to use it.
Ok today i figured out why some mods aren't dropping at all - the system is bugged
and either hasn't been reported or hasn't been fixed, i hope it's the former.
Here's how it's bugged.
A character with arms-profession will find arms-mods when harvesting armsnodes, pretty obvious..
However.. a character with science profession will get mystisicm-mods when harvesting sciencenodes.
And a character with mystisicm will get science-mods when harvesting mystisicmnodes.
This is a pretty serious issue. I did some testing today when i found out about this and
when i logged onto a hero with Mystisicm profession, i instantly started getting Ego, Pre, End mods.
They need to fix this bug so the correct mods drops from the correct profession-nodes.
My super cool CC build and how to use it.
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My characters
My super cool CC build and how to use it.
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My characters
My super cool CC build and how to use it.
Software bugs can be fun!!!
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