even at 2g - damn. Axes are weird sometimes - like scythes
the problem is probably connected to the fact why the happen in 7-xx dmg (10-xx respectively) whilst max dmg is 1 lower...
Thanks for checking the value!
even at 2g - damn. Axes are weird sometimes - like scythes
the problem is probably connected to the fact why the happen in 7-xx dmg (10-xx respectively) whilst max dmg is 1 lower...
Thanks for checking the value!
1) dunno really - 1off is a major bummer, still it´s so close and q9 tac even - 250e+
2) 100-150e~
3) assuming os - 10-50e depends if any collector misses this piece and you find him^^
4) I´d consider merching this, otherwise 5e or so
5) merch - armor mod sucks unfortunately
6) good one 50e+
Option A) Hells Precipice HM
Option B) Tascas Demise HM with Titan Quest active
That's the best two out there.
Always HM for better gold percentages.
Hells better solely regarding magmas, overall shields Tascas takes the lead for SWS, SSS.
If you don't play the rings of fortune / 9 rings unlucky maxes first usually. Just like if you don't buy unids you *probably* will max treasure (if you chestrun a lot) before wisdom because 10k in gold drops + gold chest drops never happens before 10k chests. This is kinda assuming hm but we all know Red...
*innocent*
But I maxed unids first (currently 18k unid, 10k chests) - running low lvl chests and farming gargoyles waaaay too much contributed their part... next project: 200k luck via ascalonian chests - wohoo! Just 800 runs - let's see if I get anything for my max q0 14^50 collect...
Magmas was the only thing getting me to HM chestrunning - and sss/sws - but who'd run high lvl chests anyways...? No q8s... nuff said
okay that q9 +1/20 Prot +30 Magmas is cool...
Wow, i think i remember noone who finished unlucky title before the luck one. You must have been very unlucky with chests
Hey, noone here - glad you remembered ![]()
Hey Red?
Have I told you recently that you need to get out more?
I'm sorry, mom!
Uh I mean darling!!
Uhm - Max I mean, Max!!!
my statistics for the weapon type are starting from maatu keep and running all chests. Indeed the start does influence the run quite a bit as well, and ofc the area. That explains why you had fewer shields than my statistics would predict and more swords
So in summary you might wanna do statistics for yourself as to how many swords you get in percent. (A set of 25 times 40 chests or 15 times 64chests is a good start to have a somewhat reliable value. - roughly 1000chests) The statistics for the items´stats however is independent from starting point or whatever.
So a more generally appliable number would be: 1 out of 4500 swords from lvl 20 source is statistically gonna be q8 max. Meaning if you run a route that yields 2.5% swords you calculate 4500/0.025=180000 to calculate the amount of items=chests you have to do to get one.
pongmei gets you roughly 13% foci but just 3.9% shields - that´s part of the problem there ![]()
statistically you´ll get a max q8 foc every 186 chests, a gold one every 1060 chests, whereas for any shields you´ll have to wait 2300 chests on average for max q8, for a gold one even 13k chests. For swords (just for matter of comparison) 80k chests on average for any q8 max one, for a gold one 460k chests, for a caster around 13Mill chests or so - gl on that!
Ikki - your 40k chests sound a little pathetic compared to that ![]()
but it´s gambling - even the first chest could be q8 caster Shinobi anytime - so I have fingers crossed ;D
potato soup
Lexx - that was a close call!
red or green?
Evening!
Now asking the real question:
Tower Shield or Defender?
Don´t say nothing wrong here...

finally. Needles to say the tenthousandth chest yielded me a purple q13 bow from HM - Thanks GW!
Now Ivory - there´s just one thing to do... gimme that Skele Magmas as a reward for my title :>
The three shields were drops? That cane as well? Damn. GZ.
Or did you buy that magmas vs skeleton (since I had seen it on german forums, but couldn't track it to its current owner...)
GZ in that case as well :O
I´d like to have any Tower Shields/Defenders pls q9-q13, those that are q10+ at 204g value only (after id) Any help would be highly appreciated - thanks for this option!
it is - it goes perfectly with my recently purchased q9 -2wE +10vs Troll Defender and my q10 -3wH +10vsTrolls Tower :>
noooooooo ![]()
250z pls on tower
200z tower pls
there's allways oddity collectors - try putting it up for sale I'm sure you can get 10e from someone ![]()
1. Could bring 10e even though low dmg kamas are just too common.
2. Difficult - should get 10-15e as well, just see what an auction brings.
3. + 4. I`d merch
5. - 8. 5-10e/ea
9. Merch
10. 10e
11. Hero/merch/5k
12. 5e
13.+14. Hero/merch/3k
15. 15-20e
16. Merch
thanks for the data, unfortunately none that I didn´t have recorded - 15-21 is not too rare - I have at least had 32 of them (since I have recorded 32 different values for them ;D) - so you´re a scrub XD (not my words, just that one if condition in your statement is fullfilled :O ... as a programmer I just conclude...)
EDIT: seems I´m a scrub as well - missed the
Tattooed Scimitar - Req11 13 - 19 - 32g
so far ![]()
Thanks^^
My conclusion chain:
For further reading in order to understand what I did and readily arguing about.
Obviously the DMG-ranges of drops depend on the level of the mobs - so I started researching, which foes drop what DMG-ranges, what requirements and what rarities.
I noticed that the higher levels have higher gold value items drop (okay nothing mindblowing...) and started checking on how those were generated.
I took the values of the unid items and checked for the value after identification. What I found is the following
iv = (uv + rand) * rf
Where
uv = unidvalue
iv = ident value
rf = rarity factor (will be explained)
rand = random value in between 1g and uv
random seems to be indeed random and be applied when identifying. I noticed that there will be a rarity factor since ALL gold ident items come in multiples of 4 (i.e. 204, 208, 212...g) and purples in even numbers (those that do not have "improved sale value" inherent or insc). The rarity factors are
rf(gold) = 4
rf(purple) = 2
rf(blue) = rf(white) = 1
The variance of the random part was tested with about 1000 unidentified items and seemed reasonable. I always try to think "What kind of solution would a developer find?" So they will barely put a range manually totally indestinct of anything and all by hand - the range of 1g-uv seemed very plausible - if you don´t trust it, just do testings. The random part however is not evenly distributed - it´s more like decreasing exponential probability over the added value - meaning 1g is the most often one happening (why we have so many gold items at 204g since those come from HM/lvl24+ mobs which drop 50g+ unid items also peaking at 50g wich yields the 204g with rf=4 and rand = 1) and having an average of 0.3 * uv saying 30% of the unid value (I do have this number in more digits, yet too few data as to have a measurement error that´d justify to post them (sorry my physics education shines here))
So far so good. Next I looked into what the unid value tell us. I noticed first that every level of foes drop a specific range of unid values, as well as there was a minimum and maximum dmg from each fixed level. I looked into correlation of those values and damages - and not all values could drop on all dmg ranges from that foe, which brought me to collect data as unid-value for certain DMG. I noted that white/blue items have lower dmg ranges than purple/gold and thus differetiated between all of them - I did do the following on all rarity seperately. I checked for different level mobs, that had an overlap of their unid-value-ranges and checked if the items differed in DMG. But I foud that e.g. a purple/gold shield at 40g value is always 16arm no matter what mob dropped it - same on all other DMG ranges: the unid value ranges matched up no matter the level of the drop source. So I logged all the unid values by all the DMG-ranges by all the weapons I got no matter the source level. ...and same for the requirements. This is the big data I have. I made sure not just to say "oh, 5-24 axe drops at 31g and at 36g so it will drop at 31-36g but rather just made a list of all the values I got for said range. Now I can just look at any mob, see its level and by this I know the unid value ranges, and from those I know all the possible DMG-ranges for any type of weapon and all the possible requirements of those ranges. This will tell me what is possible max/min damage and max/min req in pre e.g. since I know highest level = highest unid value = highest damage ranges.
I compared data for different rarities and got: blue and white are absolutely identical as well as purple and gold items are - EXCEPT for purple staves: those work different - I bet this has to do with the inherent HSR mod that was added later then the original drop algorithm - I´ll talk about this later.
I have to note though, that my data is far from complete - on the 32g+ items I´m quite complete since I enjoy chestrunning the lvl 20 and farming all sorts of mobs for q8s, but for lower it´s just a pain: you farm 10min and spend 1h typing values in Excel - not too much fun... But on the unid value ranges and the req by value I´m confident I´m close to complete. So let me give you the important insight to this for pre ranges (see entire table above)
lvl 7 5-11g
lvl 8 6-12g
lvl 10 8-16g
so next I´ll look into the results of reqs: some regularities, some oddities
I logged all possible unid values for all reqs. One point is: lvl 0-6 will ONLY drop q0 items. From there on reqs are possible and it starts right at lvl 7. I´ll now list my findings as for req by value: always first listing the white/blue range, then the purple/gold range, and last there should be the staff range whereas this is not at all close to complete for staves, since there are so few data... thus I leave it out for now
q0: 1-12g 5-9g
q1: 9-11g 6g
q2: 9-16g 6-9g
q3: 9-21g 6-12g
q4: 9-26g 6-16g
q5: 9-37g 6-20g
q6: 10-52g 7-24g
q7: 13-50g 9-28g
q8: 18-56g 12-35g
q9: 23-58g 15-59g
q10: 30-59g 21-57g
q11: 40-58g 27-58g
q12: 53-60g 35-58g
q13: - 46-58g
What seems odd at first glance is the fact, that 9g purple items can drop in q0 and q2-7 but not q1. And that there is a high increase in the unid value range for purples on the high end in between q8 and q9. And all the reqs start happening at the same unid values. BUT this is explainable: lvl0-6 mobs will just drop q0 items by an additional limitation and since having at lvl 6 a range of unid items in 4-9g. whilst for higher mobs the regular version is applied, which has at highest a 6g unid value for q1 items and a lvl 7 can drop at lowest a 5g item, thus it´d only leave the 5g and 6g values available. I do have yet to find explanation to why none item of 5g value with req will happen - I suspect the technics of the cutoff to be somewhat responsible... We´ll see. lvl21+ are limited to drop at highest max DMG weps which happen at q9-13 as commonly known on those mobs. Those mobs have ranges of up to 60g unid value and thus explain the step from q8 to q9.
From here you can see how to see what is min req for a max DMG pre item: max DMG happens at max unid value, which is 16g. 16g is the upper end of q4 to happen - thus it´s q4. It works the same for DMG-ranges yet I´ll save you that full table here - and just list you my findings for the relevant parts.
Then I wanted to further investigate the purple staves - this is still ongoing but from what it looks like they cover the entire range of white/blue/purple/gold ranges respecting req, respecting HSR by value etc. this is plausible phenomenon whereas I have yet to develop a proper idea to how adding the HSR inherent to the game could have changed them to this. Ideas? e.g. for the Energy of staves so far we have at q8: 22-32, 15-31, 26-21 so it seems likely to be 15-21 for gold, and 15-32 for purples and therefore purple covering the entire range as blue and gold combined. especially the ends of the ranges are hard to determine, since they happen rarely (more options for the possible outcome of stat by the respective value)
What seems very interesting: Some of the stats, that do not vary in 2 aspects have a 1:1 correlation between value of stat and unid value: meaning that you can exactly tell the stat value by the unid value itself (except for the ends of the range, where they sometimes overlap at one value). This is seen in HSR and Energy of white, blue and gold staves, Energy of purple/gold Foci, Armor of purple/gold shields and white, purple and gold Armor pieces. (On a side note: blue armor pieces seem to work weird again - too few data to post conclusions, but: fixed value armor level covers the same range as its white equivalent, but goes higher in addition. e.g. at 33arm we have white 29-31g, blue 29-39g, purple/gold 19-21g)
Open questions:
Why do I not get q1 items at 5g? Why not any req at purples on 5g? (lvl7 dropping q0s only is not the case, I´ve seen all up to q7 drop - maybe I just had bad luck getting reqs at 5g? I doubt this as well, but will test this way more)
How exactly does the lower cutoff work precisely? I mean Why do blue/white items get reqs just from 9g and up? and purples 6g and up?
I have Ideas on those already yet have to think them entirely through I´m a busy mind!
I´m sure I did miss a lot still - I´ll try to cover that as soon as I realize it. If you find gaps in either my arguing or my information - leave a post and we´ll see what can be explained!
cheers,
Red
spaceholder - my post is getting much too long - will remove once finished in case I didn´t need!