Okay, it used to be that hunt mobs gave a chance for anyone interacting with them to pick up a lure (i.e. you kill the big crab in Chult, everyone has a chance a pincer). [[excepting the rexes who have their own mechanics that are fine tyvm
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It seems to be, however, since the new mob that hunt mobs now only have the chance to drop ONE lure total, regardless of in/out of party, loot settings etc (please correct me if I'm wrong, the drop is low but I can't find anyone in our guilds who can confirm it's working the way it used to).
If correct, this means hunting in parties is WORSE than hunting solo, and that the people running around zones hitting mobs that other people spawned are a problem.
I don't think this is what Cryptic intends (the idea was to get a group, farm mobs together, make lures, etc) so I want to raise this to confirm and hopefully get it fixed.
This would also help improve the number of lures without necessarily changing the drop rate.
Also can the lures please be changed so all the T1s are blue and the T2s are purple (and the T3s should be orange)? It's creating problems with loot settings.
Comments
* Drop rate is obviously less than 10%, but probably higher than 1%, so lets say 5%: 0,05
* And you need two drops - assuming you do this in a two-man group(larger groups will improve numbers a bit)
So the probability of seeing a double drop on a group kill is 0,05*0,05 = 0,0025
That is 0.25%.. good luck! You need to kill 400 hunt mobs to have a 50% chance of this happening.
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This leads to us having 2 chances at a drop per rare creature spawns in Shoshenstar vs 1 chance in Omu.
And yes, I can confirm that it can drop for multiple players not in group as long as all players have hit it.