the statistical error on that test is bigger than what they are measuring, aka you cannot draw any such conclusion e.g. the spread is 3-30 for solo drop (from that limited test). you cannot conclude that with 2 in party and 20 as drop u have same dropcount. since the spread would be anything between 3-30 in the one case, and 6-60 in the other, with 20 it is well between that statistical error, hence, no conclusion possible. with bigger sample would reduce the statistical error and maybe then u can conclude something. i can tell you this: -if you have XP penalty in party, that char will have lower dropchance of lucky drop. -if you have had someone with XP penalty in party , you will have lower dropchance of lucky drop for other invited chars (reform party to get rid of it) another fun question: does Faction level influence lucky drop?
Experiment: Mark of Void HP recover % Question: how much %HP and %MP recover wynn summoner with Mark of Void and dependenses, give more HP/MP whit M.critical, Matak, PvP/PvE damage, INT Value? Reason: weapon choise, argument search, enchant choise (chanse, power) Tanks for Space..
Experiment: Damage for iss enchanter class with different weapons. Question: Wich weapon is optimal for iss enchanter for PVE purpose. Reason: With the last update many people decided to play solo or with small party scale, and the one who are playing with support are left behind. And since on the next update iss class will be strenghtened it would be nice to know wich weapon have better performance - slasher or dualsword/dualblunt. From what i can see, the only difference in passive skill (for now) is that the duals have 1% more Patk, but i am unable to check that with my current items. Also there is damage rng that doesnt let me make good test ingame. The experiment (as i see it) should be done with different weapons and debuffs resulting for the total damage done with normal hits/crits for set amount of time, without rng. Spoiler: example Weapon | Debuff | Normal hit dmg | Critical hit dmg P.S. Iknow about the dps gap between real dd and iss, so no point to "open my eyes"
It been almost 4 years since the last STR test so... Experiment: Yul Archer's DPS dependence on DEX and STR stats. Question: How the DPS changes with the increasement not only of DEX, but STR also? Reason: There are a lot of experiments with the DEX stat, but they only show the P. Skill Crit. Rate, which we know increases well enough, but it's only half of the whole picture. Since archer's have passive skill to reset p.skill cooldown based on the STR and we know the skill. dmg is dependent on it also, what's the sweet spot (amount of DEX and STR) where you get max dps? And since we talk about dmg over time (not number of crits) think it should be tested not with a macro since they can't take advantage from the CD reset, but a real person in like 2min span each run. So after 2 minutes we take the total amount of dmg, divide it by 120 and we get the total damage per second. Starting from base stats and increasing each of them 5 at a time i think should do fine.
EXPERIMENT: Othell's Mass Trick and M. Crit rate cap QUESTION: Does Othell's Mass Trick goes beyond M. Crit rate cap (1/3) ? REASON: It has been tested that M. Crit rate is capped at about 1/3 chance and can't be affected by any buff of the attacker. As Mass trick ( +10% mcrit rate ) is a debuff applied to the defender it should work, conceptually. LF confirmation if it is true and how much it increases. Side benefit : spoil is becoming a thing again and Fortune seekers are usefull in farm.
EXPERIMENT: Weapon enchantment rate QUESTION: What are the enchant rate sucess table on fighter & mage weapon since new enchant items (gold card) ? REASON: Both of the experiment made regarding this topic (https://eu.4gameforum.com/threads/24884/ & https://eu.4gameforum.com/threads/641255/) became inexploitable, especially since the introducing of gold card. It would be cool to update thoses experiments as weapon enchant changed a lot and it's still one main aspect of the game. The test should be done from 0 to +30 at least (the most interesting part is from +15 to +30++ actually, maybe +45 would be better is there is no trend on enchant sucess rate yet) and on both weapons (mage & fighter). About the enchant scroll used, it would be cool to use gold cards only, since after +15 its the main way of enchanting. On this test, the value given by the gold card should not be taken into consideration (should be a whole another experiment I guess, it would be too complicated to do it on this one). exemple : for every enchant value, you do 200 tries enchant with gold card and you disclose the result in a table. -> 200 tries on a +21 retributer : 20 were sucess (dont care if the result is +1 / +2 or +3) / 180 were fail : rate of success : 10%
Well I understood it advice they won’t experiment chance to get something from store (like enchant circlet etc) but if it’s really a problem test can be done with blessed enchant (even ewr , nine would enchant with any of those anyways).