Research about SoX drop rate. How does this thing works?

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  1. #1
    Apprentice Jamesro is offline
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    talk Research about SoX drop rate. How does this thing works?

    Hi there,

    Recently I've been making a pserver just for me and my friends. (on a portable VM, so I can keep it safe on a hard disk and play again in 5-10 years when iSro will be offline)

    I've adjusted the XP requierement for each level, and adjusted the rates so it's not that long to reach lv 80 at least.

    But I'm facing a problem with SoX drops. I would like to adjust it so we can actually drop them while lvling by hand. (I'm thinking about 1 SoX / 20-30 items)

    I've tried the Artuuro_lv's query which I modified so that it's easier to be precise:

    Code:
    USE SRO_VT_SHARD
    DECLARE @Rate real
    SET @Rate = 0.987 -- Here we set the multiplier value! Default: 10
    update _RefDropClassSel_RareEquip set ProbGroup1 = @Rate where ProbGroup1 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup2 = @Rate where ProbGroup2 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup3 = @Rate where ProbGroup3 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup4 = @Rate where ProbGroup4 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup5 = @Rate where ProbGroup5 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup6 = @Rate where ProbGroup6 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup7 = @Rate where ProbGroup7 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup8 = @Rate where ProbGroup8 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup9 = @Rate where ProbGroup9 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup10 = @Rate where ProbGroup10 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup11 = @Rate where ProbGroup11 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup12 = @Rate where ProbGroup12 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup13 = @Rate where ProbGroup13 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup14 = @Rate where ProbGroup14 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup15 = @Rate where ProbGroup15 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup16 = @Rate where ProbGroup16 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup17 = @Rate where ProbGroup17 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup18 = @Rate where ProbGroup18 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup19 = @Rate where ProbGroup19 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup20 = @Rate where ProbGroup20 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup21 = @Rate where ProbGroup21 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup22 = @Rate where ProbGroup22 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup23 = @Rate where ProbGroup23 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup24 = @Rate where ProbGroup24 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup25 = @Rate where ProbGroup25 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup26 = @Rate where ProbGroup26 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup27 = @Rate where ProbGroup27 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup28 = @Rate where ProbGroup28 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup29 = @Rate where ProbGroup29 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup30 = @Rate where ProbGroup30 <> 0
    update _RefDropClassSel_RareEquip set ProbGroup31 = @Rate where ProbGroup31 <> 0
    But it doesn't seem to change anything while I'm doing my tests. (/zoe mob_xxx 100)
    I'm just getting like 1 SoX / 200 items no matter how the rate is set in the table...

    I've also tried to change the rarity to 0 or 3 in _RefObjCommon but it drops way to much. (But just setting the SoS items to Rarity 0 and let the SoM/Sun to 2 looks good, I'm getting like 1 sos / 10 items. Adding som or sun to Rarity 0 fucks everything up and I'm getting more SoX than normal drops)

    The only thing that seems to work is adding the item in the _RefMonster_AssignedItemDrop table, as those items are just bonus to normal mob drops. But you have to add each item for each mobs with the right level/degree of the item... That's more like an insane job.

    That's all, does anyone have something regarding this? I just can't find a way to adjust SoX rates... People seem to always say "use Artuuro_lv query" but I haven't found any proof that it works, and it doesn't on my original VSRO188 database.

    I hope you guys have found a solution, have an idea or maybe someone did the job with the _RefMonster_AssignedItemDrop table? :3
    Last edited by Jamesro; 08-12-14 at 09:20 AM.


  2. #2
    Valued Member fabien31 is offline
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    Re: Research about SoX drop rate. How does this thing works?

    _RefDropItemAssign

    Probability value inside by item

    I use it since 4 year whitout any issue

  3. #3
    Apprentice Jamesro is offline
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    Re: Research about SoX drop rate. How does this thing works?

    Quote Originally Posted by fabien31 View Post
    _RefDropItemAssign
    Probability value inside by item
    I use it since 4 year whitout any issue
    Would you mind giving more details?
    Because here is the default values for the D9 blades as an example : (RefDropItemAssign table + names from _RefObjCommon)

    Code:
    select *
    from _RefDropItemAssign, _RefObjCommon
    where RefItemID = ID;
    
    131	100	100	-1	1	1	131	ITEM_CH_BLADE_09_A
    132	100	100	-1	1	1	132	ITEM_CH_BLADE_09_B
    133	100	100	-1	1	1	133	ITEM_CH_BLADE_09_C
    4074	100	100	-1	1	1	4074	ITEM_CH_BLADE_09_A_RARE
    4075	100	100	-1	1	1	4075	ITEM_CH_BLADE_09_B_RARE
    4076	100	100	-1	1	1	4076	ITEM_CH_BLADE_09_C_RARE
    The values are the same for both normal and SoX items, so I don't think I can increase the SoX drop rate with this.

    I'm really looking into having a drop rate of 1 SoX out of 20-30 drops...

  4. #4
    Valued Member fabien31 is offline
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    Re: Research about SoX drop rate. How does this thing works?

    Assign them in correct drop group not -1
    also Reduce probability because you will drop it every time ^^

  5. #5
    Apprentice Jamesro is offline
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    Re: Research about SoX drop rate. How does this thing works?

    Quote Originally Posted by fabien31 View Post
    Assign them in correct drop group not -1
    also Reduce probability because you will drop it every time ^^
    Hum I guess that the groups are the degrees. (looking at the other values)
    But I tried for example to put all rare spears to their corresponding groups (degree), with service = 1 and probs 100 but it doesn't changed anything.

    Would you mind sharinga few lines of your DB ? Did you change anything else for the rare drops to work ?
    (For example, maybe I need to set the correct values in _RefDropClassSel_RareEquip, and then set the corresponding group in _RefDropItemAssign ?)

    Merci ! :)

  6. #6
    Valued Member fabien31 is offline
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    Re: Research about SoX drop rate. How does this thing works?

    de rien!

    Drop is Not the Degres lol ...

    Check _RefDropItemAssign
    Check _RefDropClassSel_RareEquip

    All are here ....
    If you cannot understand that easy part that will become Complicated ^^

  7. #7
    Apprentice Jamesro is offline
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    Re: Research about SoX drop rate. How does this thing works?

    Thank you again for you help.
    This is what I did :
    1 - Set the right "AssignedGroup"
    Code:
    UPDATE _RefDropItemAssign
    SET AssignedGroup = i.ItemClass
    FROM (
    	SELECT r.ID, r.CodeName128, ItemClass 
    	FROM _RefObjCommon r JOIN _RefObjItem i on r.Link = i.ID 
    	WHERE TypeID1 = 3 AND TypeID2 = 1 AND TypeID3 BETWEEN 0 AND 12 AND Rarity > 0
    ) i
    WHERE i.ID = _RefDropItemAssign.RefItemID
    Result : (Service, RefItemID, Prob_R, Prob_A, AssignedGroup, DropCount, CodeName128)
    Code:
    1	4122	100	100	1	1	ITEM_CH_TBLADE_01_A_RARE
    1	4123	100	100	2	1	ITEM_CH_TBLADE_01_B_RARE
    1	4124	100	100	3	1	ITEM_CH_TBLADE_01_C_RARE
    1	4125	100	100	4	1	ITEM_CH_TBLADE_02_A_RARE
    1	4126	100	100	5	1	ITEM_CH_TBLADE_02_B_RARE
    1	4127	100	100	6	1	ITEM_CH_TBLADE_02_C_RARE
    1	4128	100	100	7	1	ITEM_CH_TBLADE_03_A_RARE
    ....
    2 - Increase SoX rate in _RefDropClassSel_RareEquip
    Code:
    USE SRO_VT_SHARD
    DECLARE @Rate INT
    SET @Rate = 50 -- Here we set the multiplier value! Default: 10 
    update _RefDropClassSel_RareEquip set ProbGroup1 = ProbGroup1 @Rate
    update _RefDropClassSel_RareEquip set ProbGroup2 = ProbGroup2 @Rate
    ....
    But when doing the /zoe command, still no SoX dropping... (maybe 1 / 1000 mobs or so)
    I don't know what I did wrong, but seriously it seems impossible to have a nice SoX drop rate as the on I want.. (1 SoX / 20-30 items)
    Can you please give me more infos about what you did exactly ? Did you really achieved to increase your SoX drop rate?

  8. #8
    Valued Member fabien31 is offline
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    Re: Research about SoX drop rate. How does this thing works?

    you are still missing level drop on _RefDropClassSel_RareEquip

    You cannot Drop for exemple a Group Item 7 When you are lvl 20 it's basicaly a Range level form 50-64 if i remember it correctly it'set to 0


    USE SRO_VT_SHARD
    DECLARE @Rate INT
    SET @Rate = 50 -- Here we set the multiplier value! Default: 10
    update _RefDropClassSel_RareEquip set ProbGroup1 = ProbGroup1 @Rate
    update _RefDropClassSel_RareEquip set ProbGroup2 = ProbGroup2 @Rate
    ....
    You query is not Usable when is 0
    0x50 = 0

  9. #9
    Apprentice Jamesro is offline
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    Re: Research about SoX drop rate. How does this thing works?

    Well, I set everything to 0.987 in _RefDropClassSel_RareEquip (no more zeros)
    But it doesn't change anything.

    What should I try next ? I'm out of idea and I've never ever seen a server with high SoX drop rate (high but not 100%, like 10%)....



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