gildogg Posted March 30, 2006 Share Posted March 30, 2006 the drop-rates of all new items are always higher at first to spark an interest. abyssal deomns dropped whips by the hour metal dragons, up to 3 in a single trip dust devil- everyone got chain real fast gargoyles/nechs- granite mauls were too common alot of rare items have a fast drop rate at first introducion. most recent example: chaos elemental This isn't an example of drop rates changing, this is an exemple of the fact that drop rates are based on a per server or per game rate instead of a per player rate. When there are more people killing something the chances of getting the drop (in this case d chain) are higher because there are more kills happening in a short amount of time. In a world without fences, who needs GATES? Link to comment Share on other sites More sharing options...
blacklink8 Posted March 30, 2006 Share Posted March 30, 2006 i heard that d chain drop from dusties is a bug and it has been fixed. *Sigh* The guy who said Abbyssal Demons drop Light Sabres told you this? I wanna lightsabre... Link to comment Share on other sites More sharing options...
Kielmccaul75 Posted March 30, 2006 Share Posted March 30, 2006 There would be no point in changing the drop rates of an item. When the dragon chainbody started dropping from the Dust Devils, they dropped them very often, and sometimes in notes of 3-5. But as you say, there would be no point changing the drop rates of an item ;) Link to comment Share on other sites More sharing options...
tewas Posted March 30, 2006 Share Posted March 30, 2006 the drop-rates of all new items are always higher at first to spark an interest. abyssal deomns dropped whips by the hour metal dragons, up to 3 in a single trip dust devil- everyone got chain real fast gargoyles/nechs- granite mauls were too common alot of rare items have a fast drop rate at first introducion. most recent example: chaos elemental This isn't an example of drop rates changing, this is an exemple of the fact that drop rates are based on a per server or per game rate instead of a per player rate. When there are more people killing something the chances of getting the drop (in this case d chain) are higher because there are more kills happening in a short amount of time. finaly someone is thinking here :) runescape don't track individual kill count or your each roll/spin/flip. there is global and local procedures ofr each server. stuff like bank account, and other personal things are prolly stored in memory in one place, where each server can access when u log in. for monsters each server most likely has own script that run independently from person kill count and frommain memory. there is 5 people killing dusties, that means drop is generated 5 times more often if yuo would be alone down there. this also explanis why in first days drops are more often, because there is TONS of people killing and generating new numbers. more kills more chances to hit jackpot. drop odds? there is range for each monster in numbers that can be generated, also there is more numbers meaning same common drop, and only one with best drop. for short and simple example: lets say drop rate is 50k. numbers in range 1-20000 coins, 20000-25000 fire runes and so on, every drop has it's own range. less common drops have shorter range, and dchain has number 50000. generator range is 1-50000. each kill resrver registers generates new number. here u go, you have drop odds. it is programed. will u get chain after 50000k? no 100k? maybe no. just random luck, well posibility theory solves that problem, but it doesn't solve number of kill for definite chain. :) but i might be wrong and there is 2 tiny imps sitting in server that spinns two wheels each time u kill monster :) 1500+ total 89 cmb; 1600+ total and under 93 cmb. 02/04/07 reached all skills 60+ under lvl 90 cmb. 07/19/07 reached all skills 70+ at lvl 93 cmb.Prayer is good for herbs Link to comment Share on other sites More sharing options...
Iantiger Posted April 2, 2006 Share Posted April 2, 2006 I'm amazed how far some people are way off the mark... Probability can be applied to almost every aspect of life. Also, a computer CANNOT generate purely random numbers, but it can approximate to this by simulating a random number - it does this by seeding the random number generator (usually with the time on the system clock). In code form it would look something like this: srand(Time=NULL); Obviously the syntax varies from language to language. Moving on, as some people have correctly stated, killing a monster is like rolling a dice with many sides. Let's say a dust devil is a dice with 6,000 sides. The item "60 Coins" are perhaps on 1,500 sides of the dice - this is the value that Jagex hardcode into the code - they could easily alter it to any value of their choosing. This means there is a 1,500/6,000 chance of getting one. 1,500/6,000 cancels down to: 1/4 (basic fraction simplification) In other words the chance of getting the item "60 coins" from each dust devil is 25%, but if Jagex changed the hardcoded value of 1,500 to, for example, 750, the item is now twice as rare, and hence the chance of getting it is 1/8 or 12.5%. ~Ian Retired Tip It Moderator | Zybez Radio DJ - Listen Here Link to comment Share on other sites More sharing options...
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