Anti Farm Code Research

  • In this spreadsheet i will be attempting to log each run to find out the truth about this disputed claims


    1. Repeated farming of the same area results in a progressive reduction of drops.


    2.The drop rate from the first foes killed in the area is less than normal; after several kills, the rate returns to normal.

    • Some believe that the governing factor is time; some believe it is both time and number of kills.

    I kill 24-25 snowmen every run no more then 1 will ever be left or that run will not be logged.


    https://docs.google.com/spread…p9yKWK9M/edit?usp=sharing


    Hypothesis- time in the instance WILL increase drop chances.


    UPDATE 1- Added times/rearranged the table (I personally thinks it's easier to read now). Added hypothesis

    Edited 5 times, last by Noahz ().

  • how do you kill them? What build? A AoE build that kills them simultaneously or one that kills them one by one? Because many claim that kill rate has an influence. This is an interesting topic that definitely is worth looking into! With the data there'd also be numbers. But you'll have to farm quite some items, which means quite some runs.... :D and if the first statement is true, you will have fewer drops per run resulting in even more runs to get the same data sample. And you'd need to make sure you are on the same level of factor 1 in order to compare runs for factor 2.

    Looking forward to data! And results!

    I WTB all kinds of Tower Shields and Defenders. I do drop research - if you find anything remarkable or want to see the results - check the thread or send a pm!

    IGN1 Red Fireball Rusher

    IGN2 Silberner Magier

  • how do you kill them? What build? A AoE build that kills them simultaneously or one that kills them one by one? Because many claim that kill rate has an influence. This is an interesting topic that definitely is worth looking into! With the data there'd also be numbers. But you'll have to farm quite some items, which means quite some runs.... :D and if the first statement is true, you will have fewer drops per run resulting in even more runs to get the same data sample. And you'd need to make sure you are on the same level of factor 1 in order to compare runs for factor 2.

    Looking forward to data! And results!

    Whirling Build, all at once. And yes ive read and do believe killing them at once decreases drop chance, but also i think this way getting a sample size can be done alot more efficient. Very Barebones right now but this mostly stems from me wanting to find out if just being on the map longer can yield higher results. less interest in the repeated runs rumor (this one personally don't believe but will see).

  • Some believe that the governing factor is time

    To me the effect of instance time became very clear when I was running the unlocked chests from Charr Reinforcements. One test showed that opening them asap after load yielded 11 items in 10 runs, while opening them after waiting 1 minute in the map yielded 42 items in 10 runs. These chests may be different from enemy npcs (but they are also different from locked chests, because they can drop between 0-3 items each), but it is possible that this is a general mechanic.

    The next question is, does waiting before killing actually result in a higher yield? That depends on total run time and average increase in drop chances.


    Btw, are the runs you're logging during favour or not? Either would work I think, as long as all runs are the same.

  • To me the effect of instance time became very clear when I was running the unlocked chests from Charr Reinforcements. One test showed that opening them asap after load yielded 11 items in 10 runs, while opening them after waiting 1 minute in the map yielded 42 items in 10 runs. These chests may be different from enemy npcs (but they are also different from locked chests, because they can drop between 0-3 items each), but it is possible that this is a general mechanic.

    The next question is, does waiting before killing actually result in a higher yield? That depends on total run time and average increase in drop chances.


    Btw, are the runs you're logging during favour or not? Either would work I think, as long as all runs are the same.

    Love the input! And all favorless runs as I have a different spot for when favor is active

  • I used to do the R/A whirling ToC farm in fissure of woe, I recently switched to D/A sand shards which means they all die at different times but within 5-10 seconds, noticed significantly more shard drops on Dervish. This is just my observation, never kept records etc.

    *also never paid attention to favor as I'm going for shards during pantheon.

    IGN: Aria Moonshot


    The War Against [EviL]

    Edited once, last by Grant West ().

  • I used to do the R/A whirling ToC farm in fissure of woe, I recently switched to D/A sand shards which means they all die at different times but within 5-10 seconds of each other, noticed significantly more shard drops on Dervish. This is just my observation, never kept records etc.

    *also never paid attention to favor as I'm going for shards during pantheon.

    I do the same in pre with fire storm I kinda backpedal the mobs into it so they dont all die at once and I see alot more drops aswell. But for the sake of consistancy I felt this would be best.

  • On topic: Thanks OP for your effort. Real beneficial work for the community! :)


    Off topic: /rant I'm so sorry that we have to even discuss such a thing (i.e. the AntiFarm code nonsense). ArenaNet should have respected the ingenuity of their players who have an done excellent job at coming up with so many original builds for farming. The whole point of the game is being creative with builds anyway, why punish players instead of reward them? X/


    /endrant

    IGN: Kryth Vocans