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livingbum

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  1. Is the drop methods of monsters actually known to an exact science? Or even like a solid estimate? Do we know that like bosses are the same as generic monstes? I'm just curious. And in real life, (not saying RS probability is real life), humans tend to think that one event like a coinflip affects the next one. Examples could be if i just flipped 5 heads in a row, human nature tells us that its really unlikely that I will flip another heads, (our nature should be telling us that the probability of getting 6 heads in a row is extremely unlikely) but in reality it is obvious that the next coinflip is independent from that last 5. Now, if we do know that dungeoneering drops are simply a dice roll whenever a monster is killed, then this discussion is over and drops are simply random. If, lets say that killing other monsters affects the probability, and if when the monster killed drops its special item a counter that increases probability of good drops when it increases is reset, then the kills are not independent. This seems kind of hard to test, because dungeoneering takes so damn long. its hard to kill thousands of soulgazers when they appear rarely in 5:5 dungeons with high lvl slayer players, and each dungeon takes between an hour and 2 hours. I often wonder why jagex doesnt release some of this information, I guess that they are trying to keep the game fair without enabling players to find loopholes in their drop tables (if there is some dependence on previous drops/monster kills). We need to know/find out what the real system is for Dungeoneering to decide the best way to get desired drops, and dungeoneering is the most difficult skill to make a log of. The only way I could see is if you formed a clan of a few hundred people that made it their goal to log every kill of slayer monsters and the drops. doubt anyone could get that organized very well though, this game is too full of 12 year olds.

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