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  #31  
Old 04-24-2025, 01:42 PM
loramin loramin is offline
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Originally Posted by WarpathEQ [You must be logged in to view images. Log in or Register.]
Quite frankly spawn percentage is about as useless of a metric to the person trying to consume it as it is to the person trying to determine it so. Its an RNG game so true results will vary massively for the same camp, exponentially so for rarer spawns.

IMO the only real valuable data around spawn frequency would be people recording the time it took between named spawns without leaving the camp and killing the PH consistently on spawn without gaps. Being able to triangulate a rough average of how many hours a camp takes for named to spawn would be actually useful.
The existing data can tell you this with just some basic arithmetic, by using the wiki's respawn rate. In the case of the Driftwood Chest, A Ferocious Hammerhead or its PH has a 22 minute respawn. The wiki reports that the named has a 5% (1/20) spawn chance, and that it has a 25% (1/4) drop rate.

Thus, on average it would take 22 minutes * 20 spawns per named * 4 named per chest = 1,760 minutes per chest (dear god what was I thinking doing six of these things?!?). I'm not against doing that math for people in the wiki, but I'm not sure it's necessary either, since it's just elementary-level math. Thoughts?
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  #32  
Old 04-24-2025, 03:47 PM
WarpathEQ WarpathEQ is offline
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Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
The existing data can tell you this with just some basic arithmetic, by using the wiki's respawn rate. In the case of the Driftwood Chest, A Ferocious Hammerhead or its PH has a 22 minute respawn. The wiki reports that the named has a 5% (1/20) spawn chance, and that it has a 25% (1/4) drop rate.

Thus, on average it would take 22 minutes * 20 spawns per named * 4 named per chest = 1,760 minutes per chest (dear god what was I thinking doing six of these things?!?). I'm not against doing that math for people in the wiki, but I'm not sure it's necessary either, since it's just elementary-level math. Thoughts?
That's the whole point of my comment, why is someone converting usable data into a form factor that isn't consumable only for the consumer to convert the data back. Every time a conversion happens data accuracy is reduced.
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  #33  
Old 04-24-2025, 06:50 PM
Goregasmic Goregasmic is offline
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Quote:
Originally Posted by WarpathEQ [You must be logged in to view images. Log in or Register.]
Quite frankly spawn percentage is about as useless of a metric to the person trying to consume it as it is to the person trying to determine it so. Its an RNG game so true results will vary massively for the same camp, exponentially so for rarer spawns.

IMO the only real valuable data around spawn frequency would be people recording the time it took between named spawns without leaving the camp and killing the PH consistently on spawn without gaps. Being able to triangulate a rough average of how many hours a camp takes for named to spawn would be actually useful.
I like it. A mob with a 33% spawn rate and a 90% common will tell you it will most likely be a fast camp.

A mob with a 25% spawn rate and a 25% rare might be not too bad but you'll spend a while there.

A mob with a 10% spawn and 10% rare, at a 27mins timer for a 2000pp item is pretty much in "fuck that" territory unless the camp is AFK friendly.

And then you see the sarnak courier where you have to kill a mob every 30 seconds for 8 hours. So i guess it depends on the camp and it is all subjective but in my opinion it gives a good idea at a quick glance. If I saw an estimated 1760minutes I'd be wondering what's the spawn/drop rate.

Some notably long camps like the staff of dreaded gaze and the vp key 1% spawns have time estimates already though, no one is stopping anyone from putting them in.

..... aaaand if you put a time estimate you'll get someone like "REEEEEEEEEE THAT'S NOT HOW PROBABILITIES WORK".
Last edited by Goregasmic; 04-24-2025 at 06:56 PM..
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