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monster drops,and what effects them?


thrust

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i think of this every time i get a metal task,but works for all monsters.

 

 

 

does the #you kill effect your drop rate for say a visage.

 

or is it a certain # of monsters killed in rs,no mater by who they are killed.

 

 

 

say the odds become so high that the next kill would be a 100% drop.

 

 

 

is it if you kill a 1000th and you have a 100% chanse to get a good drop

 

but if some1 else kills that 1000th you was going to attack,will they also have a 100% chanse?

 

to who that is maybe the 200th killed.

 

 

 

 

 

im not good with words ::'

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You will never have a 100% chance. If the drop rate is 1/300, it's improbable that you won't get one if you kill 2k monsters, but it's still possible.

 

 

 

 

 

its as an example it could be 80% blah blah blah

 

If the droprate is 1/300, every monster will have a 0.33% to give you that item. That wont suddenly change after you kill 1k of them.

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If there's a 1/300 chance of getting a drop, then you kill one and you have 1/300 chance of that drop. The next one you kill you dont have 1/299 chance, you have 1/300 again. If you kill 300 you may not get the drop. You could kill 1000s with no drop. It's just probability.

 

 

 

However on what affects a monster drop, I and many other people, think that drop rates are improved when on a Slayer Task. For example I killed 2000 spirit mages with just 6 boots off-task. Then, in just 3 tasks (500 kills) I got 9 boots. This is obviously again down to luck, but many other people have experienced the same.

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Thanks to Quarra for the awesome sig!

Xbox360 Gamertag = Tintin113

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However on what affects a monster drop, I and many other people, think that drop rates are improved when on a Slayer Task. For example I killed 2000 spirit mages with just 6 boots off-task. Then, in just 3 tasks (500 kills) I got 9 boots. This is obviously again down to luck, but many other people have experienced the same.

 

 

 

Seems true. On my eighth Iron Dragon slayer assignment I got a vis, and on the twelth, dragon legs drop. I never got one rare drop outside slayer.

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95/99 Summoning

95/99 Slayer

 

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Each kill is independent of the previous, and the proceeding kills. That means that the first kill you do has no influence on the second kill. Everything is random (as random as a computer can be that is) and the events are not linked. So if abyssal demons have a 1/600 chance of dropping a whip, during a task of 150 you may get 0 whips, or you may get 5. I personally have had tasks where I have gotten 3 whips in 150 kills, and also I have gone as many as 14 tasks in a row without a whip (approx 2300 kills).

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However there is a possibility that each monster of the same type you kill within X hours or minutes will increase your chances by say 0.001% or something. Could even be more, but it's not totally out there as people do kill up to 1k to 2k before getting a drop.

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Why would Jagex add such a useless system to effect the drops by the amount of killed monsters earlier, also, would they do that for every single monster, even if it was useful?

 

 

 

Why would they? Serves no purpose, it's just your theory which has no base of truth.

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99+ all 23rd March 2012 - 2496 total 13th June 2012.

9000+ dragon drops! Including draconic visage, d chains, d spears, d2h, d claws, d meds, d legs, d skirts... d bones, d hides :)?

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I want jagex to put resource dungeons and dungeoneering skill doors to dungeoneering floors so I can dungeon and get dungeoneering xp while I dg so I don't have to dg to get dg exp, but I can dg while I dg :)?

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Hypothetical:

 

 

 

Kind of a wierd way to look at it... but imagine a circle with a spinner in it. The circle is divided up into parts, which shows the monsters drops. For example Dust devil: You have 55% chance of an herb, 24% chance of ugthanki kebab, 10% chance of rune dagger, 10% chance of earth battle staff 1% chance of d chain. When you kill the dust devil the arrow spins and whatever it lands on is the drop you get. The next time you kill it the portions don't get bigger.

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Hypothetical:

 

 

 

Kind of a wierd way to look at it... but imagine a circle with a spinner in it. The circle is divided up into parts, which shows the monsters drops. For example Dust devil: You have 55% chance of an herb, 24% chance of ugthanki kebab, 10% chance of rune dagger, 10% chance of earth battle staff 1% chance of d chain. When you kill the dust devil the arrow spins and whatever it lands on is the drop you get. The next time you kill it the portions don't get bigger.

 

 

 

Jagex explained it using a wheel model aswell, but theirs was a little bit different for the rare drops. The normal wheel would have a huge number of slots. There would be one slot in say 4000 (.025%) which would grant you a spin on the rares wheel. For dusties this wheel would include Dragon Med, Dragon Left Half, Dragon Chain and maybe some others that I have forgotten. This wheel would also have multiple spots for the more common drops they wanted (so Dragon Med may have 2 slots, Dragon Left Half may have 2 slots, and the Dragon Chain would only have 1). This would ultimately produce a chance of .005% (or 1:20000) chance at getting a Dragon Chain.

 

 

 

They also hinted that there may be more than two wheels. So the primary wheel would decide whether you get a common, semi-common, semi-rare or rare drop, then it would break it down further from there. The ring of wealth would shift the balance slightly between these divisions. So if the divisions were normally: 75% Common, 20% Semi-Common, 4.975% Semi-Rare and .025% Rare originally, They could be shifted to 74.95% Common, 19.95% Semi-Common, 4.97% Semi-Rare and .040% Rare. That doesn't seem like much of a change, but it is actually 60% more chance than without a ring of wealth that you will get to take a spin on the rare wheel.

 

 

 

Everything I have said here is not 100% reliable. Most of it is based off a post that a J-Mod had made over a year ago and the latter paragraph is purely speculation.

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Hypothetical:

 

 

 

Kind of a wierd way to look at it... but imagine a circle with a spinner in it. The circle is divided up into parts, which shows the monsters drops. For example Dust devil: You have 55% chance of an herb, 24% chance of ugthanki kebab, 10% chance of rune dagger, 10% chance of earth battle staff 1% chance of d chain. When you kill the dust devil the arrow spins and whatever it lands on is the drop you get. The next time you kill it the portions don't get bigger.

 

 

 

Jagex explained it using a wheel model aswell, but theirs was a little bit different for the rare drops. The normal wheel would have a huge number of slots. There would be one slot in say 4000 (.025%) which would grant you a spin on the rares wheel. For dusties this wheel would include Dragon Med, Dragon Left Half, Dragon Chain and maybe some others that I have forgotten. This wheel would also have multiple spots for the more common drops they wanted (so Dragon Med may have 2 slots, Dragon Left Half may have 2 slots, and the Dragon Chain would only have 1). This would ultimately produce a chance of .005% (or 1:20000) chance at getting a Dragon Chain.

 

 

 

They also hinted that there may be more than two wheels. So the primary wheel would decide whether you get a common, semi-common, semi-rare or rare drop, then it would break it down further from there. The ring of wealth would shift the balance slightly between these divisions. So if the divisions were normally: 75% Common, 20% Semi-Common, 4.975% Semi-Rare and .025% Rare originally, They could be shifted to 74.95% Common, 19.95% Semi-Common, 4.97% Semi-Rare and .040% Rare. That doesn't seem like much of a change, but it is actually 60% more chance than without a ring of wealth that you will get to take a spin on the rare wheel.

 

 

 

Everything I have said here is not 100% reliable. Most of it is based off a post that a J-Mod had made over a year ago and the latter paragraph is purely speculation.

 

 

 

NOOB! dusties don't drop d meds!!!! @@@

 

 

 

You're good at explaining stuff though <3:

Retired High Leader of the Great Titans

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DK: Dragon axe x55, Zerker x40, Warrior x44

GWD: Bandos hilt x2,Bandos plate x8,Bandos tassets x3, Bandos boots x 2, Armadyl helm x2, Armadyl hilt x1, Saradomin sword x3

Dragon drops: d chain x3, d left half x3, d legs x4, d skirt x2, d claws x6

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Hypothetical:

 

 

 

Kind of a wierd way to look at it... but imagine a circle with a spinner in it. The circle is divided up into parts, which shows the monsters drops. For example Dust devil: You have 55% chance of an herb, 24% chance of ugthanki kebab, 10% chance of rune dagger, 10% chance of earth battle staff 1% chance of d chain. When you kill the dust devil the arrow spins and whatever it lands on is the drop you get. The next time you kill it the portions don't get bigger.

 

 

 

I counter that with this, though its a bit off topic but I'm going to focus on the wheel method.

 

The majority of us have all read the Guthix, he tells the drop factor of the monster is a wheel, but I believe it is not this simple, seeing something like a small portion of the wheel for example the drops of the steel dragon, here I think we have a series of wheels, sort of what you call tier lvl drops. Ranging from a like maybe

 

Lvl 1: Coins 15%, Rune Javelins 25%, Addy drops 15%, Rune ranging darts, knives 15%, 10% bolts etc, nothing 10% but here the last 5% goes to the promotion to the lvl 2 tier which could include

 

Lvl 2: Runes, bolts, pots, curry, tier 3 drops, the drop lvl down to lvl 1,so on.

 

Lvl 3: Common drop rune items, b ax, med, tier 4, tier reduction( this chance is higher as the tier goes up and vise versa to the tier promotion)

 

Lvl 4: Rare rune items, kite, long, 2h, tier lvl up and down.

 

Lvl 5: Sometime we have drops that are very elusive at which can sub for the following. Maybe theres nothing on this lvl but tier lvl up and down, and maybe lvl down straight to 1 again.

 

Lvl 6: And here we maybe have the d skirt and legs, along with lvl up and down.

 

Lvl 7-10: Tier lvl up and down.

 

Lvl 11: The Visage, med, spear etc

 

It may be complex to bare with but, please do.

 

What factors that effects the rate of theses drops such as the RoW, could be the slight enlargement of the Tier lvl up AND down. But this speculation could be just me, or maybe this is too complex for the java programming but this is just IMO.

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Hypothetical:

 

 

 

Kind of a wierd way to look at it... but imagine a circle with a spinner in it. The circle is divided up into parts, which shows the monsters drops. For example Dust devil: You have 55% chance of an herb, 24% chance of ugthanki kebab, 10% chance of rune dagger, 10% chance of earth battle staff 1% chance of d chain. When you kill the dust devil the arrow spins and whatever it lands on is the drop you get. The next time you kill it the portions don't get bigger.

 

 

 

I counter that with this, though its a bit off topic but I'm going to focus on the wheel method.

 

The majority of us have all read the Guthix, he tells the drop factor of the monster is a wheel, but I believe it is not this simple, seeing something like a small portion of the wheel for example the drops of the steel dragon, here I think we have a series of wheels, sort of what you call tier lvl drops. Ranging from a like maybe

 

Lvl 1: Coins 15%, Rune Javelins 25%, Addy drops 15%, Rune ranging darts, knives 15%, 10% bolts etc, nothing 10% but here the last 5% goes to the promotion to the lvl 2 tier which could include

 

Lvl 2: Runes, bolts, pots, curry, tier 3 drops, the drop lvl down to lvl 1,so on.

 

Lvl 3: Common drop rune items, b ax, med, tier 4, tier reduction( this chance is higher as the tier goes up and vise versa to the tier promotion)

 

Lvl 4: Rare rune items, kite, long, 2h, tier lvl up and down.

 

Lvl 5: Sometime we have drops that are very elusive at which can sub for the following. Maybe theres nothing on this lvl but tier lvl up and down, and maybe lvl down straight to 1 again.

 

Lvl 6: And here we maybe have the d skirt and legs, along with lvl up and down.

 

Lvl 7-10: Tier lvl up and down.

 

Lvl 11: The Visage, med, spear etc

 

It may be complex to bare with but, please do.

 

What factors that effects the rate of theses drops such as the RoW, could be the slight enlargement of the Tier lvl up AND down. But this speculation could be just me, or maybe this is too complex for the java programming but this is just IMO.

 

 

 

Lvl 11 REALLY DOES NOT CONTAINT VISAGE NEXT TO MED.

 

 

 

Unless on lvl 11 there's like 100 slots with 1 visage and 20 meds.

tifsiggy.jpg

Thanks to Quarra for the awesome sig!

Xbox360 Gamertag = Tintin113

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