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Dynamis drop chart by day and moonFollow

#27 Jul 05 2006 at 3:50 PM Rating: Decent
As a rdm who has not done dynamis in a long while I was in Tomodachi a well known HNM LS on bahumut we did many many dyanmis's and we always had the worst af drop rates. I NEVER once saw one piece of RDM af drop hence I own none.
Two members of tomo have recieved rdm drops the weekend I had my wisdom ntetth out I wasnt on LMAO. But honsetly we on more then one ocation had NO drops for an entire dynamis clear boss kill and all. Least in glacier and only thf drops in xcarbard. We always had at least 1 thf and eventually two thfs with af th+1 and one with an thf knife. I think to this day becasue in my real life I have bad luck it was me LOL. 75 capped about 40 merits no af2 or crimison partrs excepot hands. GAVI
#28 Jul 05 2006 at 4:01 PM Rating: Decent
It's Just a Flesh Wound
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Moon phase, thf, /thf are the only things that i've known to affect drop rate.

And time spent in an area has no effect on drop rates, that's just HELM + fishing.
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#29 Jul 05 2006 at 4:40 PM Rating: Decent
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The One and Only Deadgye wrote:
And time spent in an area has no effect on drop rates, that's just HELM + fishing.


SE changed that in a Patch a year ago+.
#30 Jul 05 2006 at 4:47 PM Rating: Good
When you organize parties try to spread your THFs out between them. Even have 1 in the BLM party try to stab statues before they're nuked. The drop rate is so low it's hard to tell when it's actually affected. It's like drop rate increasing from 5% -> 7% (made up numbers)- there IS a difference, but you may not SEE the difference. My record I've seen was 21 drops (AF+100s) in Bastok on a New Moon.
#31 Jul 05 2006 at 4:50 PM Rating: Decent
miltonare wrote:
Throw more BLMs at it


qfe
#32 Jul 05 2006 at 5:42 PM Rating: Decent
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First note that TH's do not stack. 64 people subbing THF for TH1 will have the effect of one person with TH1. However, TH only activates when you're on the hate list for a given mob. Thusly, THF are the best pullers in dynamis, as they will have hate on everything. Simply max out the puller's TH.

No other items have been proven (using a test that could even be considered decently scientific) to give hidden TH.

Day of the week and moonphase, I don't know.
#33 Jul 05 2006 at 5:48 PM Rating: Default
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3,215 posts
FaffyOfDiabolos wrote:
First note that TH's do not stack. 64 people subbing THF for TH1 will have the effect of one person with TH1. However, TH only activates when you're on the hate list for a given mob. Thusly, THF are the best pullers in dynamis, as they will have hate on everything. Simply max out the puller's TH.

No other items have been proven (using a test that could even be considered decently scientific) to give hidden TH.

Day of the week and moonphase, I don't know.


Thats pretty much *********

Each person in the PT/Alliance/Dynamis has change to get a drop.
Everyones chance doesnt get effected by the TH, only the Thief or Sub Thiefs chance. The more TH you got, the more chances you got for a drop.
#34 Jul 05 2006 at 6:14 PM Rating: Default
Quote:
Each person in the PT/Alliance/Dynamis has change to get a drop.
Everyones chance doesnt get effected by the TH, only the Thief or Sub Thiefs chance. The more TH you got, the more chances you got for a drop.

SE changed that in a Patch a year ago+.

THF, Number of members, time spent in area, is the ONLY way to effect drop rate.
Though Full Moon does seem to effect it, but not proven.



Would you like to provide evidence for any of your rantings? It's not even cohesive to read. I honestly have no idea what you have typed in the last few sentences. Evidence is nice. You know, it makes people believe you and stuff. But that's cool not to as well, it just makes you sound like you have no idea what you're talking about.

And by the way, a personal experience of mine. We were doing Dynamis-Bastok for an hour and a half and we realized we didn't have any Thiefs with us. Our Corsair went and changed to Thief. The drops changes from 0-2 currency dropped per mob to 2-4 currency dropped per mob and AF started flowing along with 2 100 Byne Bills. You don't need a thief in every party to get 10+ AF. The interesting thing is when we have our TH4 Thieves go our drops usually suck, at least, we still get 0-1 relic in Beaucdeine 5 runs in a row. My vote is it's mainly {/random} and TH3 and TH4 slides the chance up slightly, very slightly.
#35 Jul 05 2006 at 11:30 PM Rating: Decent
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Actuly, thf will only have hate on one mob, not everything when he pulls. He has aggro, but not hate.

Last 20 runs for my LS yielded 3 or 4, 100 coins TOTAL. I am starting to think thay nurfed the drop rate on um. But other shells been getting them alot. /shrug.

Plenty of AF in each city and glacer, and even 2-3 AF in xcabard the last 3 trips.

edit: with 2 thfs, one with TH4. and a few people subbing thf.

Edited, Jul 6th 2006 at 12:37am EDT by Mariox
#36 Jul 05 2006 at 11:35 PM Rating: Good
It's Just a Flesh Wound
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22,702 posts
You don't need to be on the hate list.. just in the area.

Since both this, and you cyclone/ga farming stuff were both said by SE, I've come to the conclusion that only the party (possibly alliance) that kills effects the drops :x

edit: and TH does stack.

Edited, Jul 6th 2006 at 12:38am EDT by Deadgye
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#37 Jul 05 2006 at 11:40 PM Rating: Decent
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It works by murphy's law:

if no one in the entire alliance needs the piece it will drop 100% of the time.
If multiple people need the piece it will never drop.
#38 Jul 06 2006 at 3:50 AM Rating: Decent
GereOfRemora wrote:
It works by murphy's law:

if no one in the entire alliance needs the piece it will drop 100% of the time.
If multiple people need the piece it will never drop.


That explains our getting 5 RNG hats is a single Dynamis-Jeuno run... Though it doesn't explain the 2 MNK gloves that dropped on the same run. Sadly I lost the lot on both of 'em (and they haven't dropped since ><), but I'm not gonna complain because I got MNK feet and pants in my first 2 weeks.
#39 Jul 06 2006 at 5:21 AM Rating: Decent
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589 posts
Silly unrelated question:

How long does a dynamis run normally take? Sorry, I am interested and just trying to collect information.

Thanks.
#40 Jul 06 2006 at 6:41 AM Rating: Good
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800 posts
Quote:
Silly unrelated question:

How long does a dynamis run normally take? Sorry, I am interested and just trying to collect information.

Thanks.


After the glass is broken you have 1 hour. During the run you can get time extensions, up to (I believe) a total of 3-3.5 hours.
#41 Jul 06 2006 at 10:10 AM Rating: Decent
so now you are saying that a THF getting first hit on a mob by pulling with a melee hit with TK would work? thief knife
#42 Jul 06 2006 at 10:16 AM Rating: Decent
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344 posts
It is definitely partially due to Moon phases and time of day. Our LS keeps track of the days/moon phases that pass during all our runs. Here's a distribution of our last 7 runs in Xacrabard.

Xarcabard Drop Distribution (last 7 runs):
 
By Day                                       By Moon Phase 
----------------------------------------------------------- 
Light     WAR DRK BST BST BRD RNG             0 MNK 
Dark      WAR MNK MNK WHM BLM BLM RDM NIN     2 WAR BLM 
Fire      WAR THF                             5 WAR DRK BST 
Earth     THF DRK DRG                         7 WAR SMN 
Water                                        26 DRK 
Wind      PLD                                29 THF 
Ice       MNK                                31 BLM 
Lightning WAR NIN SMN                        33 BRD 
                                             50 MNK WHM RDM 
                                             52 BST 
                                             79 PLD NIN 
                                             83 MNK THF NIN 
                                             86 WAR 



Edited, Jul 6th 2006 at 11:16am EDT by Murrdox
#43 Jul 06 2006 at 10:32 AM Rating: Decent
anyone else have charts kept like this? looks like light and dark day are best time to enter.
#44 Jul 06 2006 at 11:34 AM Rating: Decent
We have our Thieves in our shell kill the Dynamis Statues. We get tons of 100 Currency this way. I reccomend this to every shell. When we used BLMs to nuke them we wouldn't get drops.
#45 Jul 06 2006 at 11:36 AM Rating: Decent
we always just nuke the statues for about 1 af a run and maybe a total of 20 single currency throughout the run.
#46 Jul 06 2006 at 11:48 AM Rating: Default
Project wrote:
What the hell? Why does everybody think every single thing in Vanadiel is a direct result of the food/jobs/moon phase/time/whether you walked your dog this morning or not. Hey guys, ever hear of chance? Luck?

Edit: I was saying this generally, as certain factors do in fact affect drop rate. But things like Moghancement: Light and people trying to solve the "HQ mystery" **** me off.

Edited, Jul 5th 2006 at 4:18pm EDT by Project
Let them go on their fool's errands. I think of them as being on the same level as small household pets such as hamsters. They need wheels to run in or they get restless.
#47 Jul 06 2006 at 12:19 PM Rating: Decent
well what is wrong with trying to figure out how something works? you know there has to be a computation/algarythm as to how drops are decided unless a GM sits there and says oh lets give them this, and haha lets give the same thing again 4 more times this run and then some other stupid thing people dont want.

Haven't you noticed that they ahve increased the drop rates but on the wrong things. Like we see tons of useless money items(not the currency or af) and lots of relics droping more and more. Why dont they flip flop it and make the things we need/want drop more? Maybe we arent doing somethign right?

So anyoen got any other real ideas or charts of recorded drops?
#48 Jul 06 2006 at 12:27 PM Rating: Decent
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1,137 posts
About the BST AF.....our dynamis ls has been doing two runs a week since jan, and we have only seen 2 bst pieces. Ever. Which sucks, cause we have 3-4 bsts that come with us ><

On another note, SE says TH is only needed in the party. Check out the link to the THF TH post above, I think there was a discussion there that said the TH is only active for the PARTY that kills the mob - not the alliance. I have toyed with having an all THF pt dedicated to having the kill (not so a thf gets kill, but the party with the most th gets kill), but it seems my ls doesnt want to go through the extra effort to test my theory ; ;
#49 Jul 06 2006 at 12:38 PM Rating: Decent
for all thf kill wouldnt you need to tell all other melee to not WS after 25%?
#50 Jul 06 2006 at 2:09 PM Rating: Decent
GeorgLeviathan wrote:
well what is wrong with trying to figure out how something works? you know there has to be a computation/algarythm as to how drops are decided


No there doesn't. Why can't people accept that some things are just completely random?
#51 Jul 06 2006 at 2:25 PM Rating: Decent
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1,137 posts
Quote:
for all thf kill wouldnt you need to tell all other melee to not WS after 25%?


Yes, and all other parties would have to turn around so their pt didnt kill. It would be a huge deal, and not one that many people are willing to undergo.
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