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Dragon Hoards

juliofp70juliofp70 Member, NW M9 Playtest Posts: 109 Arc User
edited May 2015 in PvE Discussion
I passed almost 3 months trying to put my 5 dragon hoards at 3% (so its 15% in total), had a lot of work and now i see that it was a wasted time! I farm the same RP than someone with half value!!!! Why hoards have cooldowns??? I was like to get 15 refinementes when i kill 100 moobs, do the maths!!! This is very annoying for everyone that work hard to have something to refine artifact gear -.- i had 15% and the better artifact level i have is 38? Fix dragon hoards please and remove cooldown!!!
GF Your Personal Yeti - Strawberry Yakuza
Post edited by juliofp70 on
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Comments

  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited March 2015
    The cooldown has always been 30 seconds.
    "Meanwhile in the moderator's lounge..."
    i7TZDZK.gif?1
  • edited March 2015
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  • juliofp70juliofp70 Member, NW M9 Playtest Posts: 109 Arc User
    edited March 2015
    If we get them to 15% it is unfair to farm RP like someone with a lot less %! dragon hoards was supossed to help us refining artifacts! Not everyone can wast lots of money on this game, some players work really hard to get things!
    GF Your Personal Yeti - Strawberry Yakuza
  • juliofp70juliofp70 Member, NW M9 Playtest Posts: 109 Arc User
    edited March 2015
    I agreed with cooldown on foundrys, cause of macro players. But cooldown doing our normal play? this is a nonsense thing to all nw players, it only makes sense to devs...
    GF Your Personal Yeti - Strawberry Yakuza
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited March 2015
    juliofp70 wrote: »
    If we get them to 15% it is unfair to farm RP like someone with a lot less %! dragon hoards was supossed to help us refining artifacts! Not everyone can wast lots of money on this game, some players work really hard to get things!

    Not really. You still have a higher % chance of getting a Dragon's Hoard enchant. Unless you're in super grind mode, you'll still end up getting more drops doing normal daily quests and dungeons that a player with less percentage.

    Think of it this way. During that 30 second window, you have a 50% greater chance to get a drop than someone with 10%.
    "Meanwhile in the moderator's lounge..."
    i7TZDZK.gif?1
  • wildwolf8wildwolf8 Member Posts: 161 Bounty Hunter
    edited March 2015
    honestly, why go higher with anything in this game once you reach a certain point? I mean, I took off my greater enchant from my weapon and did basically the same exact damage overall on the paingiver chart that I do with the enchantment there. These numbers only exist for us to want to spend money. they make very little in-game difference unless you're talking about massive differences in the numbers. LIke 4k vs 10k power.

    i don't know what the real issue is for the OP, though. You WILL get more rp to drop if you have a better chance of it dropping. For example, if you play through a dungeon, you could potentially get a drop from each group of mobs, whereas someone with a lower drop rate will get fewer chances, regardless of the cooldown. Think of it this way.. If i have a 1% chance with the cooldown, and you have a 15% chance with the cooldown, I might make it through the whole dungeon without seeing a drop. You have a better chance of making it through and actually seeing a drop.

    That being said, the cooldown is bogus because of how many rp you need to refine these horrible items.
  • mmm1001mmm1001 Member, NW M9 Playtest Posts: 497 Arc User
    edited March 2015
    juliofp70 wrote: »
    If we get them to 15% it is unfair to farm RP like someone with a lot less %! dragon hoards was supossed to help us refining artifacts! Not everyone can wast lots of money on this game, some players work really hard to get things!

    Some people beleive, that there is difference in quality of drops, based on % chance. There is no definite proof but you better believe it, it will make you feel better :).
  • juliofp70juliofp70 Member, NW M9 Playtest Posts: 109 Arc User
    edited March 2015
    i dont think it as a better drop xD with cooldowns and those stupid things what is the point of upgrade them to 4 ou 5% on mod 6? I can get the same RP with 15% or with 25% -.-
    GF Your Personal Yeti - Strawberry Yakuza
  • zshikarazshikara Member, NW M9 Playtest Posts: 796 Arc User
    edited March 2015
    This is why I leave my 5 dragon hoards at lesser. I get roughly the same with my 5% chance that most people would get with more than that.
    [SIGPIC][/SIGPIC]
    ...
    Tired of running dungeons with exploiters and cheaters? Join the legit channel by visiting http://goo.gl/1zfnTS to apply!
    Performing ritual pony sacrifices to Tiamat to earn favor with the RNG Gods since 2014.
    ...
  • edited March 2015
    This content has been removed.
  • psyb3rtr011psyb3rtr011 Member, NW M9 Playtest Posts: 340 Arc User
    edited March 2015
    The key to remember is a 5% drop rate average one every 20 foes, while a 15% drop rate requires an average of 6.7 foes.

    It is only after a drop, that the timer starts.

    It often takes longer to get a drop with 5% than 15%, often more than the 30 second cool down.

    With a 15% drop, you average one drop every two encounters, with a 5% drop rate, it is one every 5. If you average 5 seconds per encounter, and another 5 seconds between encounters, you get an average of (Encounter time, travel time and Cooldown):

    5% - One drop every 75 seconds

    vs

    15% - One drop every 45 seconds.

    This is an example, and your particular class will make things slightly different (GF's will take longer, CW's will be shorter), but the concept still stands. The fewer number of foes you have to kill before you get a drop, increases the number of drops you can get during a specific time period. Simple Math.
    Psyb3rTr011
    AKA Cyber Troll and Euben Hadd
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited March 2015
    I'm running three DH and two Fey Blessing. That way I most of the time get both kinds of drops. But I never bothered boosting them past the 2% each...
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited March 2015
    [...]It is only after a drop, that the timer starts. [...]

    Wrong. Well, extremely probable that it's wrong...

    When the Dragon's Hoard enchants were discussed a while ago, I already tried to explain ICDs to you... ...there you posted:
    Odd, I find myself getting drops faster than the 30 second cool down at times. I wonder if the Higher Percentage Dragon Hoard and Greater Dragon Hoard also have a short cool down, and that the multiples work independently of each other with regards cooldowns. I believe they do, because at 3%, you would have to kill 30 things to get one drop on average. Only one of every 50 at 2% and 1 of every 100 at 1%.

    So I went to describe what's known about the ICDs in this game:
    Odd, I find myself getting drops faster than the 30 second cool down at times.[...]
    This can happen on occasion, but not on a regular basis. Why? [...the following paragraphs unquoted for better legibility, and I'd write that again...]

    ICDtimers have been quite thoroughly investigated by the community on the example of the Tenebrous enchantment with its 6-second ICD. You get fairly accurate data there from the ACT logs. And it has been found, that there is a global timer tick, for all Tenebrous enchantments on the map, or maybe even all of Faerùn - i.e. every 6 it's getting switched to "ready" and can proc. So if you happen to get a proc towards the very end of that global timer's period, it can afterwards proc quite quickly again.

    I do assume, and deem it highly probable, that the FB/DH drop ICD works identically, because an individual ICD timer would just cause way too much computing power and network drain without really making a difference.

    So, if you kill something, and RNG says "DH procced" there's a check done "Has this char's DH already procced in this 30-sec-interval?", and if yes, the RNG roll is voided. Or, more probable, as it would be easier to code: It procs => a flag is set "Bill Bluntaxe's DH has procced", you don't get to roll on your chance to get a drop - and this flag is reset for all chars every 30 seconds. Result is the same.

    But, in single cases, the interval between two drops can get as low as you can get it, when this reset happens between the two.

    Or, packaged in another way: ICD means that an effect can occur only once within any of the externally given 6 or 30 second intervals. It does not mean "After it procs it can't proc again for 30 seconds".

    [...]Simple Math.

    Uh-huh... ....back to that "DH in Blacklake" thread where you wrote:
    Five separate 3% chances is actually larger than a single 15%, due to Law of Probability. Something closer to 15.333%.

    That's simple math, it's actually 14.1%

    In that other thread you were more truthful:
    [...]I believe [...]
  • psyb3rtr011psyb3rtr011 Member, NW M9 Playtest Posts: 340 Arc User
    edited March 2015
    Wrong. Well, extremely probable that it's wrong...

    When the Dragon's Hoard enchants were discussed a while ago, I already tried to explain ICDs to you... ...there you posted:



    So I went to describe what's known about the ICDs in this game:



    ICDtimers have been quite thoroughly investigated by the community on the example of the Tenebrous enchantment with its 6-second ICD. You get fairly accurate data there from the ACT logs. And it has been found, that there is a global timer tick, for all Tenebrous enchantments on the map, or maybe even all of Faerùn - i.e. every 6 it's getting switched to "ready" and can proc. So if you happen to get a proc towards the very end of that global timer's period, it can afterwards proc quite quickly again.

    I do assume, and deem it highly probable, that the FB/DH drop ICD works identically, because an individual ICD timer would just cause way too much computing power and network drain without really making a difference.

    So, if you kill something, and RNG says "DH procced" there's a check done "Has this char's DH already procced in this 30-sec-interval?", and if yes, the RNG roll is voided. Or, more probable, as it would be easier to code: It procs => a flag is set "Bill Bluntaxe's DH has procced", you don't get to roll on your chance to get a drop - and this flag is reset for all chars every 30 seconds. Result is the same.

    But, in single cases, the interval between two drops can get as low as you can get it, when this reset happens between the two.

    Or, packaged in another way: ICD means that an effect can occur only once within any of the externally given 6 or 30 second intervals. It does not mean "After it procs it can't proc again for 30 seconds".




    Uh-huh... ....back to that "DH in Blacklake" thread where you wrote:



    That's simple math, it's actually 14.1%

    In that other thread you were more truthful:


    You make a lot of assumptions, as did I in my above post....

    It is easy for each character to have a individual clock set and tracked. But we don't know.

    Even then, given your example, the average time between drops and countdown timer ending, with my examples would be:

    5% - One drop every 60 seconds.

    vs

    15% - One drop every 30 seconds.

    Which over time would reward the latter even more. Let's use 60 minutes as an example.

    With a 5% drop rate, in the former, you would get 48/hour [(60 x 60) / 75]
    With the latter this would increase to 60/hr [(60 x 60 / 60]

    With 15% drop rate, in the former, you would get 80/hr [(60 x 60) / 45]
    With the latter, this would increase to 120/hr [(60 x 60) / 30]

    Of course, all this is slightly less with 5 x 3% (Or 5 x 1% for that matter), as you corrected me before. Not sure what made me think it increased the percentage slightly. I think I am confusing it with compound interest.

    I do know, that my GF rarely kills things fast enough to make anything close to the above drop rates, though I am only at 9% as of now, having only 3 x 2% and 1 x 3%. Still haven't gotten a fifth utility.

    For the record, appreciate the sarcasm, but could you try to remain civil.
    Psyb3rTr011
    AKA Cyber Troll and Euben Hadd
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited March 2015
    You make a lot of assumptions, as did I in my above post....

    It is easy for each character to have a individual clock set and tracked. But we don't know.

    ...but we do know your individual timer hypothesis is wrong, your own data refute it:
    Odd, I find myself getting drops faster than the 30 second cool down at times. [...]

    ...doesn't compute with individual timers.

    Whereas my _one_ assumption - that there's a global ICD tick like in the proven case of the Tenebrous enchantment - would explain this discrepancy...

    ...so Occam's Razor is on my side.

    For the record, appreciate the sarcasm, but could you try to remain civil.

    Accepted, sorry for the vitriol...

    ...for the record: I do have a scientific education, in the discipline that holds to the term "hypothesis" for something quite universally accepted. I'm a biologist. We still call it the evolution hypothesis, even though we can reproduce it in the test tube and with bacteria, we can't prove it for higher animals. Too little timebase to prove, might be different a few thousand years downstream...
  • graalx3graalx3 Member Posts: 232
    edited March 2015
    FYI:
    For Dragon Hoard enchantments, the total percentage chances of all Dragon Hoard enchantments are summed and then this total is rolled against whenever you kill a monster.
    If a drop happens, a timer is started and no drops can happen until the timer is done.

    Dragon Hoard and Fey Blessing enchantments work identically to each other, with separate timers of course.
  • nathyielnathyiel Member, NW M9 Playtest Posts: 340 Arc User
    edited March 2015
    graalx3 wrote: »
    FYI:
    For Dragon Hoard enchantments, the total percentage chances of all Dragon Hoard enchantments are summed and then this total is rolled against whenever you kill a monster.
    If a drop happens, a timer is started and no drops can happen until the timer is done.

    Dragon Hoard and Fey Blessing enchantments work identically to each other, with separate timers of course.

    Thanks a lot !!!
  • fdsakhfduewhfiuffdsakhfduewhfiuf Member Posts: 604 Arc User
    edited March 2015
    graalx3 wrote: »
    FYI:
    For Dragon Hoard enchantments, the total percentage chances of all Dragon Hoard enchantments are summed and then this total is rolled against whenever you kill a monster.
    If a drop happens, a timer is started and no drops can happen until the timer is done.

    Dragon Hoard and Fey Blessing enchantments work identically to each other, with separate timers of course.

    That means that the description of the enchants is wrong. The drop chance as described is wrong. Nice ;-)
  • cayappcayapp Member Posts: 826 Arc User
    edited March 2015
    graalx3 wrote: »
    FYI:
    For Dragon Hoard enchantments, the total percentage chances of all Dragon Hoard enchantments are summed and then this total is rolled against whenever you kill a monster.
    If a drop happens, a timer is started and no drops can happen until the timer is done.

    Dragon Hoard and Fey Blessing enchantments work identically to each other, with separate timers of course.

    Oh WOW...Oh WOW...a straight answer on how something actually works. Thanks so much graalx3!!

    Could this be a move to more transparency? hmm...
  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited March 2015
    graalx3 wrote: »
    FYI:
    For Dragon Hoard enchantments, the total percentage chances of all Dragon Hoard enchantments are summed and then this total is rolled against whenever you kill a monster.
    If a drop happens, a timer is started and no drops can happen until the timer is done.

    Dragon Hoard and Fey Blessing enchantments work identically to each other, with separate timers of course.

    Wooo!!! Graxxl3 sighting , ok so now I have spotted Graxxl3 , Akromatic , panderus and Gentlemancrush , gotta catch em all!

    cayapp wrote: »
    Oh WOW...Oh WOW...a straight answer on how something actually works. Thanks so much graalx3!!

    Could this be a move to more transparency? hmm...

    Yes the system designers decision to give us a clear explanation of how something in neverwinter actually works is quite refreshing .
    YourSecretsAreOurSecrets.gif
  • nwoun1nwoun1 Member Posts: 0 Arc User
    edited March 2015
    I thought it was pretty much known how the enchantment works. Because of the ICD higher % sort of hit diminishing returns, because the time frame you benefit from these higher % is not 100% and the higher % the less time you actually benefit from them. In Mod 6 you can technically achieve 25%, but I'd highly advise against it.
  • kangkeokkangkeok Member Posts: 1,123 Arc User
    edited March 2015
    graalx3 wrote: »
    FYI:
    For Dragon Hoard enchantments, the total percentage chances of all Dragon Hoard enchantments are summed and then this total is rolled against whenever you kill a monster.
    If a drop happens, a timer is started and no drops can happen until the timer is done.

    Dragon Hoard and Fey Blessing enchantments work identically to each other, with separate timers of course.

    Can we not remove the timer altogether? I mean its what makes refinement a real pain
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited March 2015
    I love it when Graxxl3 posts.

    He doesn't always post but when he does, he's fairly transparent.
    "Meanwhile in the moderator's lounge..."
    i7TZDZK.gif?1
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited March 2015
    graalx3 wrote: »
    FYI:
    For Dragon Hoard enchantments, the total percentage chances of all Dragon Hoard enchantments are summed and then this total is rolled against whenever you kill a monster.
    If a drop happens, a timer is started and no drops can happen until the timer is done.

    Dragon Hoard and Fey Blessing enchantments work identically to each other, with separate timers of course.

    I stand corrected. Inside knowledge beats data interpretation. And the short timespan between double drops must've been a misperception...

    Thanks for the information, though. This does help, do that more often.
  • oldbaldyoneoldbaldyone Member Posts: 1,840 Arc User
    edited March 2015
    Basically proved that the higher % chance on high DH enchants is a very small advantage due to the ICD.

    To fix this and make them actually useful, maybe the higher level enchants should have a higher percentage drop rate, and a lower cooldown? Or higher percentage and possibly a higher chance at better stones? Just some thoughts.

    But with a ICD, the higher drop rate literally saves you a few seconds. That adds up, but its not much for how hard it is to upgrade them.
  • cayappcayapp Member Posts: 826 Arc User
    edited March 2015
    nwoun1 wrote: »
    I thought it was pretty much known how the enchantment works. Because of the ICD higher % sort of hit diminishing returns, because the time frame you benefit from these higher % is not 100% and the higher % the less time you actually benefit from them. In Mod 6 you can technically achieve 25%, but I'd highly advise against it.

    Actually it was from testing with stop watches and what not...however we could neither prove or disprove what we thought it was doing. Basically it was a hypothesis on our part.
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited March 2015
    Yup, now we know for sure.

    ...also tells you that it really makes sense to wait a few secs after a mob has dropped something. Rushing the next bunch of trashmobs gives you a 0% chance for RP from the DH & FB. Wait until the 30secs are over and you're more efficient.

    Really nice to know.
  • nwoun1nwoun1 Member Posts: 0 Arc User
    edited March 2015
    I think the greater issue with the DH/Feys is still that they only proc of killing blows, making them completely unviable in dungeons or group content especially for non-DPS classes.
    They should proc off any kill you participated in, so we get RPs by doing what we like to do. Nobody likes circling around in WoD or wherever just to maximize RP gain.
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited March 2015
    nwoun1 wrote: »
    [...]They should proc off any kill you participated in, so we get ...[...]

    ...to see Grabby wee'Snappy, the Halfling HR, running around amidst any area were several people people fight mobs, spamming split shot in every direction to get his drops while others do 90+% of the killing for him.

    /sarcasm

    They have to pull a line somewhere, I suppose. With a bit of thought there's many places where you can the useful with the RP-generating.

    Example: Do a Sharandar sweep once a week, including Arcane reservoir 60RP and 3 of each of the three tokens. Add 20kAD => another Fey Blessing enchantment for upping of your socketed ones. Plus quite a bunch of RP. And currently, IwD is the place to go - we'll all be needing or wishing for Black ice after reaching 70 - at least that seems to be the one way to get your first Lvl 70 set currently (yeah, those gloves, ofc :^((( ). Plenty of RP to be found along the way. And so on and so on...
  • psyb3rtr011psyb3rtr011 Member, NW M9 Playtest Posts: 340 Arc User
    edited March 2015
    ...but we do know your individual timer hypothesis is wrong, your own data refute it:



    ...doesn't compute with individual timers.

    Whereas my _one_ assumption - that there's a global ICD tick like in the proven case of the Tenebrous enchantment - would explain this discrepancy...

    ...so Occam's Razor is on my side.




    Accepted, sorry for the vitriol...

    ...for the record: I do have a scientific education, in the discipline that holds to the term "hypothesis" for something quite universally accepted. I'm a biologist. We still call it the evolution hypothesis, even though we can reproduce it in the test tube and with bacteria, we can't prove it for higher animals. Too little timebase to prove, might be different a few thousand years downstream...

    Guess the answer below from the Dev gives the final answer to our speculations. Seems my original premise was right.

    For the record, I to am educated in Science, specifically practical application of Electricity specifically with regards Communication Systems. Network Engineer by profession.
    Psyb3rTr011
    AKA Cyber Troll and Euben Hadd
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