Hiya,
Because the rates in ED2 seem to be concerning a lot of players, specifically the ability mutator codices, Iām dumping some of the important drop rate info!
Astellarn
- flurry codex (1/500 group | 1/200 Solo)
- the lorebook with a base rate of (40/1000 group | 70/1000 solo | 1/10 storymode) increasing by 1/1000 for each killcount you have solo or group
- if the above 2 fail then fallback on to onyx dust. (5 in group/5-25 solo)
- In addition to the above these items will always drop
- 5-10 of certed red blue or black dragonhide
- 1 reinforced dragon bone
Verak Lith
- fury codex (1/500 group | 1/200 Solo)
- the lorebook with a base rate of (1/25 group | 7/100 solo | 1/10 storymode) increasing by 1/1000 for each killcount you have solo or group
- if the above 2 fail then fallback on to onyx dust. (10 in group/10-30 solo)
- in addition to the above always drop
- 10-15 of certed royal dragonhide
- 1 reinforced dragon bone
The Black Stone Dragon
- barge codex (1/500 group | 1/200 Solo)
- pet...
u/mod_sova working on ED3 ? What happened to actionbar keybinds :(
That was a TAPP project and we dont have TAPP time back yet :<
But it was also worked on on GameJam and somehow that doesn't make the cut for "Gamejam month" ? I think this is one of those updates that would benefit the entire playerbase, no matter what their focus is ingame :/, other than another stupid Firemaking update while we already got afk bonfires, fast linemaking again, Jadinko still being at 1M/hour, I don't understand the line of importance in this matter I hope you guys get TAPP back asap :(
After working on it further over the gamejam I realised there were a lot of fundamental changes required to some core systems which means its a massive project.
It's even too big for the ninjas to have implemented alongside any of the other projects for the month the updates were planned for, so for now I can tinker with it in TAPP time comes back to figure out more of the requirements, and then I'll be able to pitch it as a whole project for one of our teams to take on.
First of all, a big thank you for the detailed response.
Second, it sucks pretty hard to read, but I saw a part of the issues and bugs on the post-gamejam livestream and i'm hoping you can resolve some of them whenever TAPP comes back :/
Looking forward to that update alot though! You're doing the Lord's work.
NP It's an awesome update that I really want too, so i share your pain. <3
Nice!
For integrity changes, I would suggest doing a blog post of some sort, a week or more before it goes live, with the exception being Hotfixing newly released content.
Div-o-matic has been in the game for a long time, and having a major change to it, and what it effects should be addressed before hand as to why you're making such a change.
Other issues that came out with today's Patch include the TH key icon in the inventory. Why does Jagex feel the need to promote it there while it's shown in other interfaces, and when you log in.
It's hard to say if this will stop Reddit from being a Echo chamber, but it would go a long way. I would say it is obvious that integrity changes, nerfs (clue scroll before hotfix), and MXT updates will always have some backlash, and you need to be prepared for that.
I've had a few talks with Shauny today, and this is what we're planning. Some form of new category of dev blogs discussing topics we're bringing up in game revolving around the health of the game, and changes to preserve it. This involves the Skilling Council, the Combat Council and CM.
This would only really cover that topic of things however, the Treasure Hunter changes are outside of my or Shauny's remit and are handled by other people.
EDIT: wasn't too clear on the dev blog idea, these would discuss future updates before they came out, so nobody should be caught blind by something like this change. It also gives us an opportunity to gather rounds of feedback on how exactly to go about some changes.
Read moreIncreases the drop rate of Keys from mobs in the Sophanem slayer dungeon.
on task : 1/75 -> 1/60
off task : 1/400 -> 1/395
Also increases the chance to get a key back from killing the magister.
1/128 -> 1/100
Are bow piece drop rates in ED3 different in duo compared to trio? Wondering if duo was balanced compared to trio and solo.
duo and trio have the same drop rate.
What's the rationale behind having such low drop rates for the codices?
we felt like the awesome pogchamp drop moments were missing in ED1 because of the fractional nature of the t92 materials and onyx dust, so kept those and added the rare codices on top for the awesome factor.
We worked with the combat council who got some inspiration from players for the abilities to find a an ability mutator per boss that was desirable, but all melee.
Out of curiosity, when the one codex had a bugged drop rate, what was it? 1/50 group 1/20 solo?
yeah
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I talked to u/shaunyowns about maybe dropping this info on the drop rates page in a more official manner some time soon. I wrote this up right now because I noticed that concern about the codices was coming up often here.
Thanks
So the 750 dry guy has had 2250 rolls at a 1/200 drop rate. Using Binomial Probability that leads to 1/79,080 which while its a rare occurence, it isn't astronomically rare.
EDIT: Where are mini-bosses classified for Lucky Charms Proc Rate (1/25 or 1/50)?
Sidebar, can we get this for Solak too, would be considerably simpler and its been over 4 months
Minibosses have the same proc rate for lucky charms as regular bosses 1/25
TIL 0.0013% isn't rare. Good to know.
just a bit rarer than the lucky dragonkin coin from a lucky charm, but that's happened already. This is the problem with probabilities, they do not blend well with human psychology.
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n..no we sell in large quantities, at the mall.....
>_>
It's definitely human psychology and not the fact you've already messed up the drop rates once prior on this exact piece of content. What was the thing that pointed out your content was broken? Oh yeah, human psychology and a decent sample size.
Yeah we screwed up, missed a zero, and when checking missed the fact that me missed a zero, but woah dude chill.
I'm not saying its not rare just trying to point out that rare occurrences do happen, especially with a large sample size like you say. And most of the time even the brain of a rational mathematician can make weird assumptions about probabilities and statistics.
There are lots of people who have run ED2 and going dry for 750 kills while rare isn't impossibly hard to fathom.
Serious question,.. do the mods say cert because of reading the code, or because they all play WoW and not RS primarily?
Code and they were called certs in RSC :)
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Seems like that info might have been gathered by someone looking at the code before verak liths bug was fixed, that and story mode lore books are 1/10 base chance.
I think worthless isn't really the problem here as it takes ~100 hours on average per codex. To give some perspective, praesul codex is still keeping its price even though it's about 4 times more common than any of the ed2 codices. That's because it's very useful.
We're currently seeing this with mutated barge, its usefulness alone will keep its price even if you increase the droprate.
With dungeon clear times of 30 mins It's about ~33.3 hours on average for any codex, there are 3 of them and they are all rolled separately.