>wiki says item has a 10% drop rate
>kill ten enemies
>item doesn't drop
>>388470975
kill 90 more and it should drop 10 times
>>388470975
OP cant into math
>>388470975
Hmmm.
>>388471143
The only thing wrong with the idea is the sample size. If you killed 100 enemies like >>388471128
said, you should have about 10.
>>388470975
After killing 10 enemies there's a ~35% chance of not getting any items that have a 10% drop rate.
Probability is fun.
>>388470975
I'd be fine with it if a game decided to force item drops after a certain number of kills, if it still hasn't dropped normally. It really wouldn't be that hard to implement either.
>item with a 1/256 chance to drop in an MMO
>get it twice in a row
I bet someone got fired that day
>>388472248
>something has a chance of happening
>it happens
>>388470975
stop making this thread
>>388472173
God Eater does something similar, it's amazing.
You can farm tickets to craft the rare drops, rather than the actual monster that drops it. It's usually easier, considering you can choose the targets to hunt.
You can also craft the rare drop, by using other materials from the monster. Usually a lower rank version of that rare drop though.
You can even craft parts that you're missing by using parts you don't need, usually from the monster again.
I want something similar in Monster Hunter.
If the events (item drops) are independent (Do not effect future drop rates) and the outcomes are mutually exclusive (you can't get the item and no item in the same event) then you multiply the probabilities together.
But multiplying 0.1 'n' times will just give you the probability of getting 'n' items in a row. What you actually have to do is invert the problem. The odds of getting at least one item in 'n' tries is the reciprocal of the odds of getting no item in 'n' tries. So for 10 tries, at a 90% failure rate, the odds of getting no item is 0.9^10 or about 0.349 which is about 35%. So the odds of getting at least one item is 100% - 35% or 65%
>everyone bitches about a certain item's rarity and drop rate
>becomes a meme to bitch about it in and of itself
>literally never have trouble finding it over the course of multiple playthroughs.Pure bladestone. It's never taken more than 10 or so skelly kills.
Daily reminder that a machine can't be random.
>Sealed J-Sword
>1/12000~ chance of dropping, 1/80000~ if your character isn't using a Skyly ID
Fuck any of you that have ever complained about a drop rate of 1/256 or some shit.