120155-drop-rates-of-housing-stuff

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Hey im looking for a power generator fabkit and the onl,y way tog et it is from a random drop.
 
We already know that the population is kinda low right now and i ahve been looking on the AH and there is not any.
 
After some research i have found out theres a boss in Farside that has a 6% chance to drop.
 
Here i go farm for a couple times without sucess...
 
So hes my question, any chances that Carbine increases the drop rates on some stuff as the population is really not what you were expecting it to be? Some items are inexistent right now due to the drop rate being so low with the low population makes it impossible to buy/drop.
 
Please   :)	
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			Honestly, every time CRB tries to adjust drop rates, terrible terrible things happen. Look at what happened to Trigger Fingers 3 times and what has recently happened to AMP/Ability points.	
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Welcome to "this thing can only be acquired by RNG blessing!" It's good game design, right?
Remember: your chance of getting something doesn't actually go up with every time you kill the mobs. If an item has a 6% chance of dropping, that doesn't necesarily mean that you'll get the drop 'for sure' after the 17th time you kill it. It only means you have a 6% chance of getting it every time you kill it. And you could probably argue it also means you shouldn't really bother with it after the 20th kill, unless you do not value your time.	
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Welcome to "this thing can only be acquired by RNG blessing!" It's good game design, right?
Remember: your chance of getting something doesn't actually go up with every time you kill the mobs. If an item has a 6% chance of dropping, that doesn't necesarily mean that you'll get the drop 'for sure' after the 17th time you kill it. It only means you have a 6% chance of getting it every time you kill it. And you could probably argue it also means you shouldn't really bother with it after the 20th kill, unless you do not value your time.
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			If you want it bad enough to post on the forums asking for a drop rate increase, you should have the ability to farm for a little bit.	
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{| class="blockquote"
Welcome to "this thing can only be acquired by RNG blessing!" It's good game design, right?
Remember: your chance of getting something doesn't actually go up with every time you kill the mobs. If an item has a 6% chance of dropping, that doesn't necesarily mean that you'll get the drop 'for sure' after the 17th time you kill it. It only means you have a 6% chance of getting it every time you kill it. And you could probably argue it also means you shouldn't really bother with it after the 20th kill, unless you do not value your time.
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If you want it bad enough to post on the forums asking for a drop rate increase, you should have the ability to farm for a little bit.
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While correct, your wording could be misleading.  Killing something 17 times makes you 17 times more likely to obtain that item than if you only killed it once.  True, the 17th kill has the same chance as the 1st, but the larger the number of attempts, the more statistically probable it is that it will drop sometime in that set of kills.  At some point, the sample size becomes large enough that it becomes almost a certainty that it will drop.
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Not even close. Flipping a coin 100 times with 99 heads in a row doesn't make the last try any more likely it will land tails. The coin doesn't care how many times you flipped it, nor does the NPC care how many times you previously killed it.
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I made a post about this in the housing forums recently. I'd also really like it if decor became less like gear, RNG world or instance drops, and became more like what it is: essential ingredients to have fun with a dimension of this game that has nothing to do with combat.
 
I personally have no problem with spending some time getting the decor, but my idea is that all sub-epic decor items should be sold on a vendor for either EGs or renown. I'd also like BOA crates so the few hundred useless items sitting in my main's crate can become useful. :P	
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Reading comprehension ftw. He was talking about the whole set of kills.
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[...]
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Your chances on any single attempt are the same regardless of how many attempts you've made. Your chances of eventual success increase with successive attempts. One fact doesn't negate the other.
 
Chances of landing heads on any individual toss? 50%
Chances of landing heads at least once in 100 tosses? 99.999999999999999999999999999921% (1 - (0.5^100)).
 
For a 6% drop rate, You've got a 15.6% chance to never see the drop within 30 kills (0.94^30). Unlucky, but not unheard of. You don't break the 99th percentile on eventual odds until 75 kills. If you kill 75 times and still don't see it, nothing's broken, it just means you're that unlucky 1/100.	
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You guys are talking about 2 different things, you're answering to him about something different.
It's like he'd have said "this car is blue" and you'd answer (looking the opposite way) "no this bus is yellow". 
 
But hey I'm sure you'll never want to admit you shouldn't have jumped on him saying something such as "not even close".
 
Sigh... Oh well...
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[...] Each mob is still treated as a separate event and thus, the drop rate isn't affected [...]
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