Red Kutai
Lux Fortuna
I love how my knowledge of DMS is in question here. The underlying assumptions are insulting, to say the least.
Has nothing to do with you, I'm afraid; the issue here is DMS v. everything-else-in-zOMG!. sweatdrop
As Thard illustrated, the rest of the game works on a very predictable system; as you point out, though, there's rudimentary evidence that DMS has somehow complicated that system with additional variables. As with any good scientist, though, Thard is reluctant to simply assume the laws of the game no longer apply - at least without sufficient data. As sufficient as you may be in other regards, my friend, you must admit the data you've (not) presented is a little lacking. wink
I sympathise mostly, though, because I was in precisely the same position, not more than a couple of months ago - I attempted to make the same correction, and received a fair amount of anecdotal evidence that contested it. While I do suspect you're correct, I've yet to see a proper modicum of data collected that makes me comfortable accepting it as fact. If you'd like to change that, you are more-than-welcomed to work at collecting that data; otherwise, I'm sure you can understand how someone might maintain reasonable doubt... 3nodding
I'm not assuming anything--at least nothing more than an 'official' experiment would shed light on. I am using empirical evidence to deduce the exact same thing they will find when they go and test it themselves. Not only that but my research has been supported by a majority of the zOMG! Community as a whole. Just because I didn't screenshot my orbs before and after a run and another players orbs before and after a run doesn't make my claims any less legitimate.
The last time you tried to call me out on something similar to this I proved my point. My intent in this thread was not to cause some debate over research and data, but to give the OP honest answers. He asked a straightforward question and someone came into the thread offering convoluted and incorrect answers.
I think it's hilarious how everyone jumps on me when I try and help the person who genuinely wants answers. The burden of proof isn't on me, this time, it's on anyone who disagrees because it is generally accepted by most players to be true that 11.4 is the cap point for maintaining 'good' drops in DMS and that a .8 cl difference is the maximum difference allotted in a crew for all players to receive their appropriate drops (otherwise the ones with cl's below that get radically less drops).
Collect the data? I already have and so have hundreds of other players. It's embedded in our experiences. I came into this thread to help the kid, not prolong the help with hours of research and writing. To say that this is not about me is off-point. Had anyone else come into this thread maintaining the status quo he would most likely have gone un-bothered. Excuse me while I dot my i's and cross my t's.
At the end of the day, any 'official' experiment that is done will still just be an assumption. The strongest evidence would be to have a developer who knows the coding well come in and verify exact numbers. Of course that's unlikely, but anything less than that is still speculative.