>N7HQ Link: social.bioware.com/n7hq/home/overview/ (also in signature). Origin ID: ProBi0tic (PC)
>Thanks everyone for the support!
NOTE: Not enough room in OP for the list. See list of unlocks on Page 14 (Link: social.bioware.com/forum/1/topic/343/index/13527160/14#15459396). See list of Reckoning DLC unlocks on Page 24 (Link: social.bioware.com/forum/1/topic/343/index/13527160/24#16105436)
PROBABILITIES
All Unlockables || # || Probability (Rounded)
Other Unlocks 1584 93.3%
Ultra Rare Weapons 106 6.7%
SP Unlockables || # || Probability (Rounded)
Other 156 92.3%
Ultra Rare Weapons 13 7.7%
PSP Unlockables || # || Per Rare Card Per PSP
Other 586 92.3% 87.7%
Ultra Rare Weapons 45 7.7% 12.3%
RP Unlockables || # || Per Rare Card Per RP
Other 387 90.4% 82.5%
Ultra Rare Weapons 37 9.6% 17.5%
AP Unlockables || # || Per Rare Card Per AP
Other 155 92.9% 86.7%
Ultra Rare Weapons 11 7.1% 13.3%
TOTALS
#SP's = 169 (10,140,000 credits)
#PSP's = 367 (36,333,000 credits)
#RP's = 212 (20,988,000 credits)
#AP's = 83 (8,217,000 credits)
Total Credits Spent = 75,678,000 Credits
Credits Per UR (All) = 713,943
Credits Per UR (SPs) = 780,000
Credits Per UR (PSPs) = 807,400
Credits Per UR (RPs) = 567,243
Credits Per UR (APs) = 747,000
Therefore: RPs have the greatest UR drop rate (17.5%) out of all packs.
***COLLABORATIVE DATA***
-> I'm thinking of making a separate chart for collaborative data (with the same format as the chart with my own data). I'll be sifting through the pages of this thread and compiling the data people have provided, tallying up the results, and calculating droprates.
-> The thing that has kept me from doing this is the possibility of people providing unreliable/false data which would therefore skew the overall results... but I can just provide a side note under the chart stating that "data may be unreliable" or something to that nature.
-> If I was technically adept enough, I would formulate an online spreadsheet so that individuals can enter their own data, but alas I am not and will therefore be attempting to do this all myself.
-> This will probably take me a long time, and my schedule is getting busier and busier now that exams are approaching, so this may not be finished until May (haha). I'm just bringing it up now in case some people would like to make a contribution in the future weeks/months.
-> Thanks to everyone that has already provided their own data - I will be using this as a starting point.
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Basically, the main cause for me doing this is that I think the level IV Consumable drop rate is too prevalent. I realize that it should be the most prevalent of the unlocks, but the drop rate is, relative to the other unlocks, too high to allow for a steady stream of progression (which is needed in multiplayer to make playing worthwhile).
Some people claim that the random store "provides incentive to keep playing". I adamantly disagree. The random store provides nothing but frustration - and frustration for a lot of people leads to giving up. This drop rate problem leads mostly to credit hoarding than fun, speedruns and farming more than actual playing.
After maxing every character, having every rare weapon up to X, having every mod maxed, and every gear maxed I think unlocking URs at a regular rate is reasonable. This increased UR drop rate would make further play worthwhile.
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If you have any ideas for further analytical maths I could do on my data, please let me know!
All rare characters, rare weapons, rare mods, and pre-Earth DLC gear fully unlocked prior to the beginning of this experiment. Data is based solely on my unlocks. Refer to signature for manifest link.
For anyone who wants more data, randomfoo has a collaborative online spreadsheet whose purpose is to accurately determine the drop rate of URs in PSPs with a large sample size. Here is the link: docs.google.com/spreadsheet/ccc.
Results so far for the collaboration are as follows:
-> 288,090,000 Credits spent
-> 2910 PSPs
-> 15.84% UR Drop Rate
-> 461 UR Weapons
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Modifié par artificial-ignorance, 11 mars 2013 - 07:05 .





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