We have detected that cookies are not enabled on your browser. Please enable cookies to ensure the proper experience.
Results 1 to 25 of 236

Thread: Update 9 Loot

Threaded View

  1. #24
    Join Date
    Jan 2010
    Posts
    945
    I was bored @ work, so here's how I think remote looting loot should work (ignoring the difficulties of gold items not able to be traded):

    New 3 mans (and future 6 and 12 mans):
    3 mans t1:
    -the easiest and quickest group content, zero hassle to get a group.
    1.Should give 100% chance of either rune (50k) or relic (t5) on each chest per person, and
    2. 50% chance of item (armor/jewellery) dropping per person, (teal/purple is 25/75) from the boss chest.

    3 mans t2:
    -harder than t1, but still pretty quick content, requires a more balanced group of experienced players.
    1. Should give 100% chance of both rune (50k) and relic (tier 5) on each chest, and
    2. 100% chance of AT LEAST one purple/teal item to drop (teal/purple is 50/50) from boss chest.

    3 mans t2 challenge:
    -Same as t2, except add a challenge chest which will
    1. give another guaranteed rune (50k) and relic (tier 6), and
    2. another chance for a teal item and a small chance for a gold item to drop (teal/gold is 90/10), and
    3. 15% chance to get a tarnished symbol or crystal per person.

    6 man t1:
    -Should require semi-balanced group, and takes a little more effort to find a group, but very flexible group makeup.
    1. should give 100% chance of both a rune (50k) and a relic (tier5) to drop in each chest, and
    2. a guaranteed 100% chance for at least one person to get a teal/purple item (purple/teal is 25/75) from boss chest..

    6 man t2:
    - Much harder content, trash able to decimate non-tanks quickly. requires a solid group with dedicated tank, healer, support, and (hopefully) dps.
    1. should give 100% chance of both a rune (80k+) and a relic (t6) in each chest, and
    2. a guaranteed 100% chance for at least one person to get a teal/purple item (purple/teal is 50/50) from boss chest, and
    3. 10% chance to get a tarnished symbol or crystal per person.

    6 man t2 challenge:
    - same as t2 except add a challenge chest which will...
    1. give 100% chance of both a rune (80k) and a relic (t6), and
    2. a guaranteed 100% chance for at least one person to get a teal/gold item, and a small chance that item will be gold (teal/gold is 80/20.), and
    3. 15% chance to get a tarnished symbol or crystal per person, and
    4. 5% chance to get a worn symbol per person.

    12 man t1:
    - requires 12 players of varying experience. takes effort and scheduling to form a group, somewhat flexible in group makeup. Boss chest will give...
    1. 100% chance of both a rune (50k) and a relic (t5), and
    2. a guaranteed 100% chance for at least two people to get a teal/purple item (purple/teal is 50/50), and
    3. a 10% chance for a tarnished symbol/crystal to drop per person, and
    4. a 5% chance for a crystal of remembrance to drop per person.

    12 man t2
    -requires raiders with experience in the raid, more than likely who have raided together. requires scheduling, and a solid group. Boss chest will give...
    1. 100% chance to drop both a rune (80k) and a relic (t6), and
    2. a guaranteed 100% chance for at least two people to get a teal/gold item, and a decent chance that item will be gold (teal/gold is 60/40), and
    3. a 10% chance for a tarnished symbol of the elder king/crystal to drop per person, and
    4. a 10% (too high?) chance for a crystal of remembrance to drop, per person.

    12 man t2 challenge
    -same as t2 except add challenge chest will give....
    1. another 100% chance for rune (100k) and 2 relics (t6), and
    2. a guaranteed 100% chance for at least two people to get a teal/gold item, and a good chance that item will be gold (teal/gold is 40/60
    3. a 15% chance for a tarnished symbol of the elder king/crystal to drop per person, and
    4. a 10% (too high?) chance for a crystal of rememberance to drop per person.

    These numbers don't necessarily solve everything people are complaining about, but it does help the question of whether or not at least SOMEONE will get something at the end of the run. Everything besides the t1 3 mans guarantees that one item (jewellery/armor) drop at the end. The rarity goes up as the challenge increases. I also ensured gold items can only be acquired from challenge modes, which is how it should be.

    Ps. A problem with this itemization is BG farming, which will trivialize receiving crystals and tarnished symbols.
    Last edited by mrfigglesworth; Dec 20 2012 at 09:58 PM.

 

 

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload