S
Sonoma
Guest
Devs, Please consider implementing a system like this for the distribution of artifact drops from peerless type monsters...
Take the number of people at the peerless when it spawns plus 50%. Divide the peerless hit points by that number. We will call this the "Responsibility Ratio" or "RR". This is the amount of damage a player needs to do to get the best chance at an artifact.
Now increase each players odds of an arti drop as their damage done approaches the "RR" number. More then one person can receive an arti at a time. In addition, add .2% chance for every instance you have helped to kill while meeting the "RR".
Example) If a peerless has 100,000 hit points and there are 10 people killing it, then the amount of damage each person has to do to get the highest chance at an arti is 100,000/15= 6,667points of damage. ("RR"=6,667)
Now, if the max chance at an arti you can get is a 5% drop rate, then scale it according to how much of that damage they did. If they did 6,667 points of damage or more, then they get a 5% chance at a drop, if they did 3,334 points of damage they get a 2.5% chance at a drop. If they poped out and hit it once at the end for 60 points of damage, then they get 0.0045% chance at an arti.
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Now lets use "Boss A" as an example. "Boss A" has 75,000 hit points. There are 10 people fighting it. This means the "RR" is 5,000. (75,000/(10*1.5)) The max drop rate for an arti is 5%.
- Player 1 has never killed a "Boss A", this is their first time. Player 1 does 2,500 points of damage. 2,500 is only 50% of the required "RR". Therefore Player one gets a 2.5% chance at receiving an artifact.
- Player 2 has never killed a "Boss A", this is their first time. Player 2 does 10,000 points of damage. They have met the "RR" and therefore get a 5% chance at receiving an artifact.
-Player 3 has killed "Boss A" 70 times without receiving an artifact. Each time, Player 3 has met the "RR". This time Player 3 does 7,000 points of damage. This meets the current "RR" and they get their 5% chance at an artifact. They also receive a bonus of and additional 14% chance at an artifact because of the previous 70 "Boss A"s that they have killed without getting one. (70*.2% = 14%) Therefore, Player 3 has a 19% chance at receiving an artifact.
- Player 4 does not like to help others out. He sits there and lets them do all the work. When "Boss A" is almost dead, he pops out and hits it twice to try and get a chance at an artifact. He does a total of 100 points of damage before hiding again and waiting for the next one to spawn. However, with this new system, Player 4 is only hurting himself. 100 points of damage is only 2% of the "RR". This means that Player 4 only gets 2% of the possible 5% chance at an artifact. Thats a .001% chance at an artifact. Even though Player 4 has been at it for a week straight, and has "Helped" kill 875 "Boss A"s... he has always played selfishly and never tried to pull his own weight. He has never met the "RR" because he only pops out and does a little damage at the end of each spawn. Player 4 never gets a % bonus, and continues to only have a .001% chance at an artifact every time.
This way, the more people that are there, the better. No more whining and crying about people "stealing my spawn". Theoretically all 10 people could get an artifact off the same peerless, though it would be extremely unlikely. Those that hide and dont pull their fair share are only hurting themselves, and will actually want to work hard and do as much damage as possible to be sure they get the best chance at an arti. This would encourage people to work together, and if someone was still trying to be a jerk and only do a tiny bit of damage at the end, they would only be hurting themselves, and still actually helping the others.
It would also allow for a pretty wide variance in individual skill without allowing those that cant pull their fair share of work to mooch of those that do. A newbie who has not put in the time and work to build thier skills and gear will not be able to achieve the same chance at an artifact as someone who has put in the time and work to build a strong character. But there will still be enough room that people will not be getting screwed over because there is one super archer down there doing a ton of damage. By taking the number of players and multiplying it by 1.5, it creates a large enough window that most people will be able to meet the "RR". (For simplicities sake lets say that Boss A has 300 Hit points, and there are 2 people killing it. The "RR" would be 100 Hit Points. This means Player 1 would only have to do half as much damage as player 2 to meet the RR and get the max chance at an artifact. If player 1 is doing less then half the amount of damage Player 2 is doing, then in all reality, they simply do not deserve the same chance at an artifact, although they will still be getting a chance because they did help out and do some damage.)
Well, I know it was a lot to read. Hopefully I explained it well enough to follow. What do you think?
Take the number of people at the peerless when it spawns plus 50%. Divide the peerless hit points by that number. We will call this the "Responsibility Ratio" or "RR". This is the amount of damage a player needs to do to get the best chance at an artifact.
Now increase each players odds of an arti drop as their damage done approaches the "RR" number. More then one person can receive an arti at a time. In addition, add .2% chance for every instance you have helped to kill while meeting the "RR".
Example) If a peerless has 100,000 hit points and there are 10 people killing it, then the amount of damage each person has to do to get the highest chance at an arti is 100,000/15= 6,667points of damage. ("RR"=6,667)
Now, if the max chance at an arti you can get is a 5% drop rate, then scale it according to how much of that damage they did. If they did 6,667 points of damage or more, then they get a 5% chance at a drop, if they did 3,334 points of damage they get a 2.5% chance at a drop. If they poped out and hit it once at the end for 60 points of damage, then they get 0.0045% chance at an arti.
_________________________________________________________________
Now lets use "Boss A" as an example. "Boss A" has 75,000 hit points. There are 10 people fighting it. This means the "RR" is 5,000. (75,000/(10*1.5)) The max drop rate for an arti is 5%.
- Player 1 has never killed a "Boss A", this is their first time. Player 1 does 2,500 points of damage. 2,500 is only 50% of the required "RR". Therefore Player one gets a 2.5% chance at receiving an artifact.
- Player 2 has never killed a "Boss A", this is their first time. Player 2 does 10,000 points of damage. They have met the "RR" and therefore get a 5% chance at receiving an artifact.
-Player 3 has killed "Boss A" 70 times without receiving an artifact. Each time, Player 3 has met the "RR". This time Player 3 does 7,000 points of damage. This meets the current "RR" and they get their 5% chance at an artifact. They also receive a bonus of and additional 14% chance at an artifact because of the previous 70 "Boss A"s that they have killed without getting one. (70*.2% = 14%) Therefore, Player 3 has a 19% chance at receiving an artifact.
- Player 4 does not like to help others out. He sits there and lets them do all the work. When "Boss A" is almost dead, he pops out and hits it twice to try and get a chance at an artifact. He does a total of 100 points of damage before hiding again and waiting for the next one to spawn. However, with this new system, Player 4 is only hurting himself. 100 points of damage is only 2% of the "RR". This means that Player 4 only gets 2% of the possible 5% chance at an artifact. Thats a .001% chance at an artifact. Even though Player 4 has been at it for a week straight, and has "Helped" kill 875 "Boss A"s... he has always played selfishly and never tried to pull his own weight. He has never met the "RR" because he only pops out and does a little damage at the end of each spawn. Player 4 never gets a % bonus, and continues to only have a .001% chance at an artifact every time.
This way, the more people that are there, the better. No more whining and crying about people "stealing my spawn". Theoretically all 10 people could get an artifact off the same peerless, though it would be extremely unlikely. Those that hide and dont pull their fair share are only hurting themselves, and will actually want to work hard and do as much damage as possible to be sure they get the best chance at an arti. This would encourage people to work together, and if someone was still trying to be a jerk and only do a tiny bit of damage at the end, they would only be hurting themselves, and still actually helping the others.
It would also allow for a pretty wide variance in individual skill without allowing those that cant pull their fair share of work to mooch of those that do. A newbie who has not put in the time and work to build thier skills and gear will not be able to achieve the same chance at an artifact as someone who has put in the time and work to build a strong character. But there will still be enough room that people will not be getting screwed over because there is one super archer down there doing a ton of damage. By taking the number of players and multiplying it by 1.5, it creates a large enough window that most people will be able to meet the "RR". (For simplicities sake lets say that Boss A has 300 Hit points, and there are 2 people killing it. The "RR" would be 100 Hit Points. This means Player 1 would only have to do half as much damage as player 2 to meet the RR and get the max chance at an artifact. If player 1 is doing less then half the amount of damage Player 2 is doing, then in all reality, they simply do not deserve the same chance at an artifact, although they will still be getting a chance because they did help out and do some damage.)
Well, I know it was a lot to read. Hopefully I explained it well enough to follow. What do you think?