Everything about guild wars drops
Jan 13, 2018 3:43:04 GMT -8
Mieric Andre, Akara, and 2 more like this
Post by redfireball on Jan 13, 2018 3:43:04 GMT -8
Here you'll find all the relevant data considering drop specifically for presearing.
Compact knowledge for reference:
1. Identification
iv = (uv + rand) * rf
Where
uv = unidvalue
iv = ident value
rf = rarity factor (1 for blue+white, 2 for purples and 4 for gold items)
rand = random value in between 1g and uv averaging at ~30% of unid value
Improved sale value will add up to 75g to that value.
2. Unid values by level
lvl 7 5-11g (charr shaman) peaking around 6g
lvl 8 6-13g (all other charr, 13 is insanely rare) peaking around 7g
lvl 10 8-17g (charrbosses, 17g is insanely rare) peaking around 9g
The distributions have a peak for highest chance of unid value slightly higher than the minimum and rapidly decreasing towards the top end.
3. DMG ranges by values
4. requirements by unid value:
white/blue range and purple/gold range listed - purple staves are different (and I have too few data as to be able to post ranges)
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
The application to open questions:
1. Highest/lowest values:
Purple items: 12-68g
Purple items with req: 14-68g
Purple items without req: 12-36g
Blue items: 2-34g
Blue items with req: 10-34g
Blue items without req: 2-22g
2. DMG ranges of purples by levels (for charr)
for purple items: highest Damage from my table taken for the highest unid value from level 10 and lvl8 and lvl7 respectively
staves:
16/8/10-17 (I suspected 16HSR and 10-17 to be possible, yet it took 4years to confirm them actually dropping - they are beyond rare)
14/6/9-14
13/6/8-14
swords:
12-16
11-14
10-14
axes:
7-20
6-17
6-16
bows:
12-20
11-18
11-17
foci:
9
8
8
hammer:
15-25
14-21
13-20
shield:
12
11
11
wand:
10-16 (I suspected 10-17 to be possible, yet it took 4years to confirm them actually dropping - they are beyond rare)
9-15
9-14
3. Identifying
Since the added value by identifying averages at 30% of unid value and an identification kit costs 4g/use any white item worth 14g+ unid can be id'ed for slight profit (but it's not really worth it in pre since you'd have to check all values first... in post however any drops from lvl 16+ should be id'ed esp profitable it gets on lvl 24+ averaging at an additional 11g per item - still 20% higher profit from white drops, but yeah... barely anyone care for 20g...) blue and purple items should always be id'ed since it might get valueable mods.
4. Farming advice
Do boss runs for max dmg items while killing all the charr on the way for the possible mods dropping there. At shrine kill everything as well as the two patrols right in range and follow the path up to the patrol group of 3 at the river. Leave an alternate char in your party right at the gate and zone as soon as this is done. This should get best moneys over time.
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:
lvl 7 5-11g
lvl 8 6-12g
lvl 10 8-16g
for purple items: highest Damage from my table taken for the highest unid value from level 10 and lvl8 and lvl7 respectively
staves:
15/8/10-16 (I suspect 16HSR and 10-17 possible, yet have to get a drop that would clarify)
14/6/9-14
13/6/8-14
swords:
12-16
11-14
10-14
axes:
6-19 (I know I´m still off here, but I just didn´t get any gold/purple 7-xx axe in the 16g range yet...)
6-17
6-16
bows:
12-19 (see above)
11-18
11-17
foci:
9
8
8
hammer:
15-24 (see above)
14-21
13-20
shield:
12
11
11
wand:
10-16 (again I suspect 10-17 possible without proof so far)
9-15
9-14
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 the 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?
One further question: Why do I not get q1 items at 5g? Why not any req at purples on 5g?
And yeah: How exactly does the lower cutoff work precisely? I mean Why do blue/white items get reqs just from 9g 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
Compact knowledge for reference:
1. Identification
iv = (uv + rand) * rf
Where
uv = unidvalue
iv = ident value
rf = rarity factor (1 for blue+white, 2 for purples and 4 for gold items)
rand = random value in between 1g and uv averaging at ~30% of unid value
Improved sale value will add up to 75g to that value.
2. Unid values by level
lvl 7 5-11g (charr shaman) peaking around 6g
lvl 8 6-13g (all other charr, 13 is insanely rare) peaking around 7g
lvl 10 8-17g (charrbosses, 17g is insanely rare) peaking around 9g
The distributions have a peak for highest chance of unid value slightly higher than the minimum and rapidly decreasing towards the top end.
3. DMG ranges by values
4. requirements by unid value:
white/blue range and purple/gold range listed - purple staves are different (and I have too few data as to be able to post ranges)
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
The application to open questions:
1. Highest/lowest values:
Purple items: 12-68g
Purple items with req: 14-68g
Purple items without req: 12-36g
Blue items: 2-34g
Blue items with req: 10-34g
Blue items without req: 2-22g
2. DMG ranges of purples by levels (for charr)
for purple items: highest Damage from my table taken for the highest unid value from level 10 and lvl8 and lvl7 respectively
staves:
16/8/10-17 (I suspected 16HSR and 10-17 to be possible, yet it took 4years to confirm them actually dropping - they are beyond rare)
14/6/9-14
13/6/8-14
swords:
12-16
11-14
10-14
axes:
7-20
6-17
6-16
bows:
12-20
11-18
11-17
foci:
9
8
8
hammer:
15-25
14-21
13-20
shield:
12
11
11
wand:
10-16 (I suspected 10-17 to be possible, yet it took 4years to confirm them actually dropping - they are beyond rare)
9-15
9-14
3. Identifying
Since the added value by identifying averages at 30% of unid value and an identification kit costs 4g/use any white item worth 14g+ unid can be id'ed for slight profit (but it's not really worth it in pre since you'd have to check all values first... in post however any drops from lvl 16+ should be id'ed esp profitable it gets on lvl 24+ averaging at an additional 11g per item - still 20% higher profit from white drops, but yeah... barely anyone care for 20g...) blue and purple items should always be id'ed since it might get valueable mods.
4. Farming advice
Do boss runs for max dmg items while killing all the charr on the way for the possible mods dropping there. At shrine kill everything as well as the two patrols right in range and follow the path up to the patrol group of 3 at the river. Leave an alternate char in your party right at the gate and zone as soon as this is done. This should get best moneys over time.
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:
lvl 7 5-11g
lvl 8 6-12g
lvl 10 8-16g
for purple items: highest Damage from my table taken for the highest unid value from level 10 and lvl8 and lvl7 respectively
staves:
15/8/10-16 (I suspect 16HSR and 10-17 possible, yet have to get a drop that would clarify)
14/6/9-14
13/6/8-14
swords:
12-16
11-14
10-14
axes:
6-19 (I know I´m still off here, but I just didn´t get any gold/purple 7-xx axe in the 16g range yet...)
6-17
6-16
bows:
12-19 (see above)
11-18
11-17
foci:
9
8
8
hammer:
15-24 (see above)
14-21
13-20
shield:
12
11
11
wand:
10-16 (again I suspect 10-17 possible without proof so far)
9-15
9-14
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 the 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?
One further question: Why do I not get q1 items at 5g? Why not any req at purples on 5g?
And yeah: How exactly does the lower cutoff work precisely? I mean Why do blue/white items get reqs just from 9g 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