For example, if you're fighting a Magic-style Araxxor then you have a 50% chance to get an Araxxi's Eye if you get a component.
You have a 1/2 chance of getting the same component style of the boss type you're fighting. What type of component you get can depend on what combat style of Araxxor you're fighting. Which component or leg piece you obtain depends on a number of factors. 1/70 chance at a leg piece (Top, Middle or Bottom).1/200 chance at a weapon component (Araxxi's Fang, Web or Eye).1/40 chance at a leg piece (Top, Middle or Bottom).
1/120 chance at a weapon component (Araxxi's Fang, Web or Eye).Here are the differences: Fighting Araxxor SOLO Play for fun or don't play at all.If you decide to fight with a friend against Araxxor, that will have an impact on your chances at loot although both players do have a chance at obtaining unique loot. Long story short: don't rely on random crap. And there still could be some unlucky soul out there with none at Tour 200. Even under such a system, 5.8% of players would still not get an Australium by Tour 50. I will assume it stops at 7%, because otherwise the numbers would go too high and people could farm Australiums. You are punished for your first 12 tours, but are rewarded for the next 13. I noticed that, under the progressive system you propose, you will have almost the exact same chances of finding an Aussie in 25 tours as in the actual system. That's right! You are more likely to make it to Tour 75 without an Aussie than to actually find one on any given tour. Likewise, players feel cheated if they don't get their first Australium by Tour 25 or so, when in actuality some players get Australiums every 10 tours while others have 100 tours and still no Aussiesĭo you know how probability works? Assuming the 4% figure is accurate, here is the percentage of players who will NOT have found an Australium by a given tour number: For example, humans expect that random coin flipping will result in more or less alternating heads or tails, while ACTUAL random flips will often result in numerous instances of either heads or tails in succession. Guess what? "Random" means "random." Humans have this weird tendency to imagine that randomness is uniform. The example above still averages out to 1 australium for every 25 tours completed, so there's no significant change to the overall rate of australium drops. This preserves an element of luck while adding a degree of reward for progressively higher tour completion counts. That is, 1.25% chance on tour #2, 1.5% on tour #3, 1.75% on tour #4, 2% on tour #5, etc.and a 7% chance at tour #25.and capping at 7%. More specifically, number of completed tours by each player since last receiving an australium weapon.įor example, change the odds of receiving an australium on tour #1 to 1%, and gradually increase the odds by. I don't disagree with preserving some level of randomness to keep it interesting, but I'm proposing a gradual ramp up drop rates with tour counts. Totally understandable for something like unlocking crates where's it purely the cost of a key, but completing MvM tours requires some degree of completing a challenge as well. But some have expressed some dismay at completing 100.200 tours and still not getting one while others get one on their first tour. In another thread, it was effectively determined (with some margin of error) that australium weapons have a drop rate of 4% upon tour completion regardless of the tour count (avg of 1 australium every 25 tours). Simple suggestion: a progressive drop rate for australium weapons.