Forum Discussion
199 Replies
- I have spent all my energy and all the 50 refresh energy today and have received 0
"MasterSeedy;c-1629239" wrote:
@Garmaddon
Each sim has one chance each to drop one of 5 different slicing mats.
Each sim also has TWO chances to drop one of 2 different slicing mats (so these can drop a max of 2 mats).
That's 9 drop chances per sim.
You run 5 sims, that's 45 chances for a drop. If you've taken statistics, you know that you only have to give things about 30 trials before you can start making decent statistical estimates, so there's no reason to think someone who has run 10 sims for 90 drop chances is looking at a weird outlier. With enough players, obviously some will be, but we're seeing fairly consistent reports that allow us to make some deductions already.
Lots of us have simmed more than one hard node for the max of 5 daily attempts. If they set each chance to drop = 1%, if you simmed 25 times (5x each on 5 different nodes), that's 225 chances at a drop and from those you'll get on average about 1-2 mats. This seems to be typical. I've done my 600 so I won't use my refreshes til after guild reset, but I've already spent 160 energy on 10 sims (5 stage 9 Sion & 5 stage 4 Vandor Chewie). I got nothing. Other people are also reporting similar results. I saw a couple people talk about running 25 sims and getting 1-2. I'm pretty confident that the chance of any particular drop are right around 1%.
As I've said elsewhere, if they need the achievement to be rare, they can multiply the drop rate by 10 and then multiply the materials required by 10 - on average players will get the achievement in the same amount of time, but there's less frustration, more steady, measurable progress, and, most important, you don't get the all-or-nothing situation where a few players who happen to get really lucky get a **huge** advantage over other people without those other people getting to oppose them in some way (like fighting in Arena or TW) or competing with them (like for high Raid scores) and the player who gets the advantage didn't get it through superior strategy. Farming the right toons can give you an advantage, and other players can't oppose that in any way, but then your reward comes from intelligent play.
This idea of giving a very few people very significant rewards while giving the vast majority of people nothing is bad for players and bad for the game, and we don't have to wait another week to figure that out. We've got plenty of information to reach that conclusion right now.
Thank you I see somebody else actually took a statistics class and knows how to evaluate true information. There is no 30% drop rate maybe once but now the new norm is 10% maybe 15% for the lucky RNG few. If you buy bonus it's gets even worse. That number is off a baseline single 5X hard node run. If you start adding in multiple runs that number drops lower and if that shard also has a ship and toon even lower.....- If the double drop rate is this lousy I can’t wait to see the regular drop rate. Do we even know how many pieces we need to slice? Since there’s 6 different mats I’m sure each one will only slice a certain slot. Can’t wait to have 3,000 Circle slicers and 2 triangle slice pieces
- At least you all have drop rates. I do not even see these slicing mats as possible drops in hard battles and do not even have option to slice my level 15 5* mods.
- DaPowerfulJedi7 years agoSeasoned Ace
"Zinke7;c-1630463" wrote:
At least you all have drop rates. I do not even see these slicing mats as possible drops in hard battles and do not even have option to slice my level 15 5* mods.
I think you need to be at least level 80. And nobody can slice their mods yet. - Degs297 years agoSeasoned Veteran
"Camakin;c-1630456" wrote:
If the double drop rate is this lousy I can’t wait to see the regular drop rate. Do we even know how many pieces we need to slice? Since there’s 6 different mats I’m sure each one will only slice a certain slot. Can’t wait to have 3,000 Circle slicers and 2 triangle slice pieces
Um, there is no double drop rate. You assumed there was. CG called it a "bonus drop", as in drops that aren't usually there. Not once did they say it was a "double drop" event. "Warp3dM1nd;c-1630438" wrote:
"MasterSeedy;c-1629239" wrote:
@Garmaddon
Each sim has one chance each to drop one of 5 different slicing mats.
Each sim also has TWO chances to drop one of 2 different slicing mats (so these can drop a max of 2 mats).
That's 9 drop chances per sim.
You run 5 sims, that's 45 chances for a drop. If you've taken statistics, you know that you only have to give things about 30 trials before you can start making decent statistical estimates, so there's no reason to think someone who has run 10 sims for 90 drop chances is looking at a weird outlier. With enough players, obviously some will be, but we're seeing fairly consistent reports that allow us to make some deductions already.
Lots of us have simmed more than one hard node for the max of 5 daily attempts. If they set each chance to drop = 1%, if you simmed 25 times (5x each on 5 different nodes), that's 225 chances at a drop and from those you'll get on average about 1-2 mats. This seems to be typical. I've done my 600 so I won't use my refreshes til after guild reset, but I've already spent 160 energy on 10 sims (5 stage 9 Sion & 5 stage 4 Vandor Chewie). I got nothing. Other people are also reporting similar results. I saw a couple people talk about running 25 sims and getting 1-2. I'm pretty confident that the chance of any particular drop are right around 1%.
As I've said elsewhere, if they need the achievement to be rare, they can multiply the drop rate by 10 and then multiply the materials required by 10 - on average players will get the achievement in the same amount of time, but there's less frustration, more steady, measurable progress, and, most important, you don't get the all-or-nothing situation where a few players who happen to get really lucky get a **huge** advantage over other people without those other people getting to oppose them in some way (like fighting in Arena or TW) or competing with them (like for high Raid scores) and the player who gets the advantage didn't get it through superior strategy. Farming the right toons can give you an advantage, and other players can't oppose that in any way, but then your reward comes from intelligent play.
This idea of giving a very few people very significant rewards while giving the vast majority of people nothing is bad for players and bad for the game, and we don't have to wait another week to figure that out. We've got plenty of information to reach that conclusion right now.
Thank you I see somebody else actually took a statistics class and knows how to evaluate true information. There is no 30% drop rate maybe once but now the new norm is 10% maybe 15% for the lucky RNG few. If you buy bonus it's gets even worse. That number is off a baseline single 5X hard node run. If you start adding in multiple runs that number drops lower and if that shard also has a ship and toon even lower.....
Except for the fact that there are 7 different materials for mod slicing. Not 5- Thinking about the fact it’s goinf to take 105 pieces of material to slice a mod up a lv to the next colour. So a grey to gold will be 5x. Grey-green-blue-purple-gold-6dot. So that would be 525 material plus the currency to do so. All for 1 mod.
Now not all mods we have are grey obviously.
But do the math with your entire inventory!!!!! (Don’t forget to factor in RNG )
Apparently 6dot mods are meant to be a very exclusive thing.
This is by far the largest hill the Devs have put before us. - Worst drop rate i have seen!
- I’ve gotten 33 mod slicing materials... that’s using three 50 energy refreshes today/yesterday. 33 doesn’t seem that bad depending on how much we need to upgrade a mod.
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