Having done some edits around the Wiki, I've noticed that many of the employee pages are lacking in consistency (or lacking entirely at the time of writing), so I was wondering if we could adopt some sort of standard for neatness sake. Two of the page layouts I like (at least as far as the template is concerned) are these (or rather examples thereof):
I feel the template here provides a lot of information to the reader, while the template here is more aesthetically pleasing. I think it would be great if the former template combined the color-class matching and general aethetics (top of the picture capped by block of color and text, rank stars are golden, cleaner looking in general) of the latter template. I think if those two templates were combined into one it'd make a great standardized template for employees for the rest of the Wiki. Thoughts anyone?
I think the new server has really fixed all my previous headaches with the old Wiki. I haven't had any timeout issues so far and it seems to load much faster now.
Regarding drops, I've noticed that the gold chest always drops the 5x of the map's main resource whenever you would otherwise get a recipe, so it would be fairly reasonable to assume that the % chance is just the % chance to get a gold chest in general (whether it be a recipe or the 5x resource).
In the table I posted for Part1 1-1, the primary resource is Copper Ore (Bronze gives x2, Silver gives x3, Gold gives x5). While working on Part 1 1-3, I noticed that tree branches are the primary resource and follow the exact same pattern (Bronze gives x2, Silver gives x3, Gold gives x5). Of course as I get into other parts I'm liable to find out that this only applies to maps with one primary resource.
So far I'm still working on documenting part1 drops (and even have to go back and run another hundred rounds of 1-2 because I don't feel the data is representative enough), and I don't know if maps with multiple primary resources have different ways of handling the 5x drops (once I hit chapter 3 though, everything should come together).
Once I'm finished with part 1, I'm going to look at the data I've collected and see if the item drop chances are independent of chest drop chances. What I mean by that is: "Does the drop system work by dropping the chest and then rolling for the item?" OR "Does the drop system work by dropping the item and showing a chest on the screen to represent the rarity of that item's drop?" I'm going to determine this by seeing if there's consistencies with chest drop rates across maps (although I have also noticed that drop rates on the whole can differ by map so I need to take that into account as well).
There were some problems that rose up with the server move, but I think once all that gets ironed out, it should be great. It really isn't all that uncommon to have hiccups when moving servers, after all.
Tuna, I can definitely say different materials can drop from gold chests. Farming 4-1 for the practically non-existent EX Gladius recipe, I received 5x Iron Ore as well as 5x Crescent Moon Fragments multiple times. I never received 5x Silver Ore even though that's listed as the rare drop resource, and I never received any silver chests with ore in them either (always gems in those).
Hope that helps a bit, at least regarding the later chapters.
so like, i just want to confirm if the punishment recipe exist in 8-1 coz I've farmed it for like forever and only got the kris recipe and some materials on the gold chests :x oh btw, idk if it's related but i got sytry 5* spell master and justiina yuhana 4* agent from continuously farming 8-1
EDIT: nvm, I got it just now :x
Also, here's a link to the spreadsheet if anyone would like to take a look at it as it's being created.
I may have just answered my own question. It seems that the quests which are currently cosistently giving a 100% chance of getting a least one item chest are the ones with branching paths (so far I've only tested the red path for these quests).
I think the way it may work is that the red path guarantees at least one item, while having harder fight(s). Once I test the blue paths for branching quests, I'll be able to confirm or deny this (I think this is probably the way it works, otherwise there's little purpose for choosing the red path aside from the minor extra exp that SOME quests give).
I'd heard it was impossible to drop any girls higher than 4*, that they are only obtainable from daily draws. I have a 4* Mage, and she came from a daily draw. Can you verify this?
And I see you got the recipe, but yeah, it can take many many runs to get some recipes. From what I can tell, it seems like there are multiple rarity rolls for many quests. That is, my theory is:
- Game rolls to see if you got a drop
- Game rolls to check rarity of the drop, certain numbers define the quality of the drop (let's just say for the example, 1-70 are bronze, 71-95 are silver, 96-100 are gold)
- Game then rolls to check which drop within the loot table you rolled above you'll get (let's just say for the example, 1-70 are common, 71-95 are uncommon, and 96-100 are rare).
Then some recipes fall into the "gold, rare" category - these are usually the ones plastered on the quest front page in my experience. Meaning, you have to roll successfully once to get a box, get a near-perfect roll to make it a gold box, then a near-perfect rol to make it the rare drop of the gold box. Some recipes just fall into "gold, common" category and basically we see those with the first gold chest you drop... then after that, since the recipe is depleted, you just continually get something like 5x Silver Ore or whatever as a consolation prize.
It's worth mentioning, too, that some areas definitely adjust these rules a bit. For example, gold chests are more common in some quests than in others in my experience - but the trade-off is that there's usually more rare recipes in them. For example, gold chests are super rare in Part 1 Chapter 1, but guarantee a recipe drop... whereas once you reach into Chapter 8 and such, you seem to have gold chests thrown at you by comparison, but most of them have nothing you really want.
Oh yeah, I'm definetly seeing the rarities within rarities as you're describing within the statistics. For example, in the bronze chests, Rare Silver Coin x 3 has a roughly 10% of dropping, while resource drops (water x 2, copper ore x 2, etc...) have roughly a 1/3 chance of dropping. I've also noticed the drop rates for gold chests seem to double in branched quests if you choose the red path (once I complete 1-1-7, I think I'll have enough data to be sure if it remains consistent)*.
Regarding ☆☆☆☆☆ drops, I always thought they were impossible as well. If you're serious, then you are EXTREMELY lucky lol (likely a <0.01% to drop, I'd even say that's a generous estimate too).
*You are also guaranteed at least one chest if you choose the red paths though as well which may be messing with the results. I'm going to look over all the drops by chapter once I'm finished with all the quests for each one (chapter 1 should be finished before the end of this week).
Anyways, analyzing chapters is something I definetly plan on doing, but it will also certainly take some time to do (I'm doing 100 samples for every quest, and that's a bare minimum really).
A fried got Sytry 5* from 9-3 apparently :x Idk if it's legit, but in my case i got it from a drop.
What do you think?