Your probably right but should it be that way? If the drop rate is consistent/constant as Kano says and both of us have allocated enough to the pertinent categories to ensure weve hit the ceiling in terms of XP for our and the bosses level than shouldnt we be producing a similar number of drops?
Myself having higher attack and health it makes sense that it takes me fewer attacks to kill a boss (Also taking into consideration is that one of us may have more/less items that a particular boss may be more vulnerable to), but If we both hit a boss an equal yet large amount of times without killing it we should be getting similar numbers of drops, perhaps off by a percentage point or two not upwards of 10% on a fairly consistent basis.
I wonder if the whole lack of true randomness comes into play here much as it does in other areas of the game such as the battle page refreshing in the arenas and elsewhere. Its been suggested that the drop rate works on some type of algorithm and that clicking in a certain way in terms of timing and pattern actually increase your chances of getting closer to the true drop rate or that the opposite may be true if u click in a certain way. JJ believe it to be true and she pretty consistently out scores me in drop rates. I get that true randomness is impossible to achieve in a program but if there is any truth to this theory one would think Kano could do a little more to balance things out. 10% is a big number when dealing in tens of thousands and is a pretty big deal when considering the significance of some of the drops and their impact on ones numbers.
Take the rival page in the arenas for example, not sure whether youve noticed or not but its obvious to me that players are shuffled in blocks/groups of players rather than individually. Rather than a random mix of players coming up every time you refresh you will find the same players coming up in the same order just somewhere else on your list. The only time this really changes is when a player is killed off and they are no longer in that block of players. The easy solution would seem to be to just shuffle players individually and bring it as close to random as it can be.
Last edited: Feb 28, 2014