Do we HAVE to bust myths? Can't we just take note of them, blow things up, then be like, nah, inconclusive, we need more fire. Then try to match top speed in my car when I fill the passenger seat with potatoes, and mix random chemicals together and scream SCIENCE!!! Isn't that what mythbusters is REALLY about? Explosions, my car, and explosions? Cause I thought that's what we were doing. sad
*steals Az's Punchline!* I CONCUR!!! emotion_awesome
A myth that should be added to solve: It's impossible to get past 4 rounds completed/win in coliseum on survival at impossible level.
:3 YUSH :U I WILL PWN THIS MYTH...Hopefully it doesn't pwn me... sweatdrop
Based on previous knowledge/experiences you should do fine if you have a decent crew...until everyone falls asleep from the endless spawns. XD
My problem (and some other people's problem too, as I've heard and witnessed) with Coliseum Survival Impossible is not that we fall asleep, but the severe amount of lag caused by the big and repetitive spawns. Usually somewhere in the middle of round 4, it became completely impossible to do anything, whether to move, to fight, to heal or to apply powerups.
But it is definitely worth giving it a shot.
There are two issues for solving that problem. First off, you really should be use Firefox and adblock the animated (with the one exception potentially being the Big Dogs so you can more easily target them), and you may want to consider blocking certain ring animations (in particular fire rain if your crew is using it).
Secondly when the Big Dogs start spawning the crew NEEDS to start using powerups otherwise the crew's dps is going to be too low and you'll end up with not enough of the animated being killed leading towards potential lag.
Thanks, that could turn out to be very helpful!! (Who knows, maybe I can even smEB again in this lifetime without lagging the whole crew to death. razz ) heart
It really does help when you block the animated in SS/EB. If you're lagging a lot blocking the Fire Rain animation wouldn't probably hurt to block as well. It's not like you haven't seen the enemies hundreds of times before anyway. XD Personally, the one animated I'd suggest to possibly not block is the Jumpers so they are easier to individually target. I've been blocking the animated since SEB days due to the fact that it made the chests a lot easier to click when the animated weren't in the way.
*Anomalies: After the fact I realized that our 10.8 player did not have a major luck boost. This does not contradict the data, though, because she in fact received the -most- drops. The only way this would negatively affect the data would be if there is an inherent glitch in the luck system and there is no reason to believe that this is the case.
*Weaknesses of the Study:
-Very small sample size
-Short period of time
-Possibility that varying cl's within a group affect orb drop-rates (however unlikely the possibility for this is).
While I realize that this is a small sample size over a short duration of time the data can still be open to offer guiding advice.
-While the cl 10.8 received significantly more orbs than anyone else in the crew, it was expected that the 10.9 would exhibit similar results, however she suffered from 10% less drops than the cl 10.8 and her orb drops were practically identical to the 11.0, 11.1, and 11.2. I mostly attribute this to the small sample size and short duration, though.
-There seemed to be no significant difference between cl's 10.9-11.2.
-The cl 11.4 received the least amount of drops but this could have been a result of the short period of time. More research would be necessary in order to reach a stronger conclusion.
The numbers suggest that the optimal range for reaping maximum drops per kill is cl 10.8 from this (small) study. However, it is my contention that a team of 11.4's would move much more quickly than a team of 10.8's and would also undergo much less pressure. Coupled with the ease and respectable orb drops it seems to be in the best interest of the team to play at cl 11.4 for the fastest run while still receiving a good orb-drop ratio.
-Compare the orb drop difference between cl 11.4's and 11.5's
I got informed that there was some testing for DMS? What exactly is this myth that we're solving?
I really love your guy's work on the drop rates! 3nodding But I want to tackle one of the mysterious white whales of DMS... The supposed idea that with certain map generations in GM, you can hit HPR in less than two rooms. eek
I like this thread and I like the idea behind it as well keep up the errrr good work? Can I say that?
I got informed that there was some testing for DMS? What exactly is this myth that were solving?
I really love your guys work on the drop rates! 3nodding But I want to tackle one of the mysterious white whales of DMS... The supposed idea that with certain map generations in GM, you can hit HPR in less than two rooms. eek
Just wanted to say that I was in a crew that did this, its never happened again to me but its true eek