just lettin the guy know how long it takes to do it lol XD
Posts by Darrendias18
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took me 30 times to do it.
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lol u really want the ranking dont u XD.
well wish u for ur rank 1 lol -
this forum is a shithole full of bipolar weirdos and to fagleo you can try kill me anyday i dont think you understand what you're into
plz dont give other people names.
before calling mods on here, u are breaking the code of conduct.
'Be respectful. Be pleasant to forum members, staff members, and moderators.' u break that rule. -
u guys should just stop with the suggestion. and i highly doubt that daneous will change it. -
daneous wont add it wasting ur time bro
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Kid budokai... no questions.
u THINK kid BUdoki is easy?
i wanna see u win it without playing
wonder
dragonclan
Spritulist -
you want this again too
?LOL i remember those remind of those Anti Crit Chips.
RIP Swordsman
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As the title suggests, the stone drop rate in it's current state is atrocious, and seriously needs to be addressed. To test the approximate probability of finding a stone within the game, I'd made sure that I would only grind from levels 47-50. I'm currently 50,000 xp away from level 50, so I'll address that outlier within my calculations.
Now then, let's calculate the amount of mobs it took me to kill per level up:
(NOTE, I'd made sure not to include the few mobs I had to grind to reach level 47, and thus these won't be included in the calculations!!!)If I recall correctly, you'd need:
about 600,000 from 47-48
about 650,000 to go from 48-49
And approx. 750,000 from 49-50
With each mob giving a mean of around 500-525xp. Now then, let's calculate the amount of mobs it took to murder horribly: from each level up:
from 47-48: 600,000/525 per mob = about: 1142 mobs
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From 48-49: 650,000/525 per mob = about 1238 mobs
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And finally 49-50, Note that I got bored and used an 50% exp boost during this grind) including the outlier) would be 700/000/825 = 853 mobs
=3215 mobs... I brutally massacred over 3000 mobs, and what did I get? A single U46 blue stone... This alone would properly indicate just how awful the drop rates are.. Now them, my initial estimation of the probability itself was 1/1000 or .01%
So lets see if this measurement fits the data:
If we have a 1/1000 chance of getting the stone per mob, then we have a 999/1000 chance of NOT receiving a stone per mob killed. Therefore we can estimate the odds of getting a stone per mob killed by using the ladder probability to the power of mobs killed or:
999/1000 = .999^3215 = approx. .04% chance of not getting the stone, or a 96% chance of getting a single stone per 3200+ mobs killed!
Now then, taking into account my terrible luck, allow me to be generous and halve the mobs killed to get a seemingly more accurate result:
IF you were to kill 1608 mobs, you'd still only have about an 80% chance of getting the stone.
If you were to kill 100 mobs, you'd have about a 10% chance of getting a stone.
Now then, lets say I do kill another 3000 mobs and get a 96% chance of getting a stone... How long might that take? My mean time for killing mobs, is about 2 mobs per 10 seconds, using these we can convert this to hours:
3215 mobs/2 mobs per 10 seconds = 16075 seconds/3600 seconds per hours = approx 4.5 hours.... And note that this estimation assumes that I'm constantly fighting mobs, not healing, no skill cooldown, no ep regen, etc. 4 Hours of non-stop farming... for a single stone is necessary?!
IN SUMMATION:
Using these estimations, (while ignoring my bad luck because I call hax) I'm disinclined to believe that the 1/1000 odds are correct, and it's likely the the odds are much lower!
If any moderator reads this, I believe that this demonstrably proves the abhorrent nature of farming for stones in Dragon Ball Global. These rates are egregious to look at, and it's disheartening to anyone who even dares to look for stones. I realize that the initial objective of making these rates so low in the original server was because the game was certainly Pay 2 Win, however if we are to encourage the casual gamer, we cannot leave these rates be! I'd suggest we at LEAST halve these rates to 1/500 immediately.
This server has so much potential, and for people who don't have much time to grind (I could've been questing this whole time, but my week off is over) this would provide an excellent incentive for players to grind more often. I dedicated my time to this research to contribute to the community in some capacity, and I'd love to hear your responses!
EDIT: The reason I was so passionate about this, was because I'm a shiny breeder in pokemon, Haha! Using the Masuda method, I've been able to finish breeding a full shiny team! The odds of hatching a shiny pokemon (after completing the pokedex, getting the shiny charm, and using the masuda method) Your rate would be 1/512 (this is for the sixth gen, in fifth gen it was 1/1024). It still took hundreds of eggs to hatch each one, and I must concede that EVEN WITH THOSE ODDS, I was remarkably lucky! However, it took literally days of dedication to accomplish each individual egg. The mean egg-hatching time was about 8 hours, but for some people it took an upwards of 20!
Except stones in this game shouldn't be treated like shiny pokemon: They're not the rare treasure everyone wants more than anything else, no- They're a necessary part of the game that allows us to improve our gear as we level up. Dragon ball online without stones would be a significantly different game.
Another suggestion would be able to purchase stones on the Token shop, except raise the prices of the darn things. I have nearly 1200 tokens, and with 100 tokens per u70 stone (BLUE OR RED ONLY, NO PURPLES OR GREENS OR WHITES), that might seem like a decent trade-off...
ur wasting ur time lol
daneous wont change it
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While on the formula of Dodge vs Hit rate...
Why don't we implement something I've seen in many other games such as:
No matter how much DEX/Dodge you have, you will Always have a 15% chance to hit your target. - I believe DBO also uses something similar which is why low lvl players still hit lvl 70s.
Some examples of how it works:
If you have 100% hit rate and target has 0% dodge, you will then have 100% chance to hit him.
If you have 0% hit rate and target has 100% dodge, you can only hit them with a 15% chance.
If you have 80% hit rate and target has 100% dodge, you can only hit them with a 15% chance.
If you have 70% hit rate and target has 50% dodge, you can hit them with 85% change.Basically this function was used on a Resistance vs Accuracy formula... where you can land debuffs even on 100% resist users... but this doesn't mean it will always work. 15% is a very small number!
The idea is.... if this formula works correctly (as expected) the hit rate would land much less on a user that has what would be introduced as a dodge cap (100%).... as it only has 15% chance to hit.
Same formula can be applied to status resistance.
What we do need though is to lower the effects %... because currently they go over what would be 100%.
So lower the stats and make the game more "controllable"
give up on the idea of the community trying to balance the game
only a .1% of him actually gonna follow it and use it i suggest u guys just to stop making threads about balancing.
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Personally, I don't understand the mental process of someone who would actually WANT all their hard work deleted if given the option.
It's like asking a friend to come over to your house and steal your memory card, like wtf? I could understand if there is no possible way for Daneos to move out of Pre Open without the wipe, but IF he could keep characters as is, I see no reason to do something like this. Anyone who disagrees either has an ulterior motive, or is just plain retarded.
And, fyi, I'm SURE Daneos is more than capable of removing the "+"s off of gear or whatever, just to mollify the lot of you whiners who cry "bugger!" in trade chat whenever someone gets +15.
The lot of you should truly be ashamed.
ppl bugged 15+ weapons.
better if we restart without any bugs. -
i have the same bugs for the majin as fire has (exact same)
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got heaps of bugged quest in the starting majin area (Fran Fran Desert)