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Discussion in 'UHall' started by Connor_Graham, Feb 2, 2009.
Just what the title says....
I've done more than 70 champs and have had no drops.. whatever affects it... I ain't got it! But I wants it!
I've got 5 drops, and I have 0 luck. But I have done tons of them.
about 10 champs from beginning to end, maybe 3 or 4 towards the end of the spawn... half a dozen SOT's, one "blood" tile and one "swamp" tile. Anywhere from 3 to 10 people at each. My luck is 195.
it sounds like you need RL luck, not UO luck.
There's some suggestion that, possibly, the same drop rules that affect 10th anniversary drops in the anti-virtue dungeons affect the scrolls.
I have no luck and with about 10 people doing the spawn I get a replica about every 15 spawns.
You don't need UO luck to get the replica
You need Real life luck to get the replica
I've solo'ed about 25 spawns myself. I gotten 1 replica off imps spawn.
Other than that, I got nothing.
My friend, solo'ed about 10 spawns himself. He gotten about 5 replicas.
So I believe real life luck is the key. Again, a failure PRE-DOOM system. Only those who lucky enough in real life could get replica. While those who hunt 1000 spawns and 0 real life luck can rot in H3LL.
VERY BAD distribution system in my opinion.
Before yesterday, I would have said that luck plays a factor, since I distribute my spawns evenly between archer (400 luck), necromage (no luck), weaver mage (~200 luck) and tamer (800 luck) and all my drops before yesterday happened on my tamer.
Yesterday, I got an absurd amount of drops on my necromage including both SoTs and deco items.
Which makes one thing consistent. My drops have always come from killing the most enemies. Then again, I nearly always kill the most enemies, since only a few people who play on my schedule will START a spawn (yet nearly everyone will finish it). So that isn't really a factor in my calculations either.
No idea how the drop system works.
I've got the impression the champ drop system suffers from about the same rng faults as all rng based systems in uo do, and that is streakyness. Means once you get something (gain, drop... whatever) it is very likey you'll get more of that in the next rounds. So for me the drop pattern seems to be like... nothing, nothing, nothing... drop, drop, drop.... Not unusual that there are nil drops for 4 or 5 spawns, and then 3 in a row in the next one. So nothing new with this system.
What I do is, go for it for a while, if I don't get drops relatively quick, I quit, if I do I'll stay with it. This basically maxes out the relation between time invested and drop rate. So far this worked out quite good for me, I really can't complain.
Maybe it's a coincidence, but my experience and reports from alliance friends...
he who kills the most gets the most drops.
10 other people or 10 other scripters?