Sortie +2 Earrings Do Not Exist |
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Sortie +2 Earrings Do Not Exist
i've gotten 4 +2s so far. 2 close to cap whm, 1 mid drk, and a capped run. i dont play run. lol. meanwhile, i have yet to get +1s for other jobs i play as others here have said.
Ragnarok.Primex
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Odin.Moonja said: » Any +2 earrings I have on each of my three accounts, are for jobs that they don’t play. Pretty sure I have a BLM+2 earring on each, I do not play BLM anymore. I have a RUN+2 on Moonja, who doesn’t play RUN. I would still be happy just getting some +1 earrings I would use. I would still like a +1 PLD earring for some things. Only NQs on my account that has PLD. I just noticed my BRD alt has 80 old cases. What was it, 3% on +2? Doubt its that high but lets see with pouches. Have probably got 400 old cases and yet to see a +2. Any +1 case I get is always PUP +1.
Asura.Clintbeastwood
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I feel like I've been pretty casual at Sortie since its release and I've got +1's for every job except BLM.
Am I just super lucky? Sounds like it to me, no idea how many cases I've actually gotten but based off my runs I've got.
Earring +1 for all jobs (3 perfect) Earring +2 SAM (lowest rolled) Total gali earned: 4,719,727 Asura.Clintbeastwood
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Bismarck.Yvan said: » Sounds like it to me, no idea how many cases I've actually gotten but based off my runs I've got. Earring +1 for all jobs (3 perfect) Earring +2 SAM (lowest rolled) Total gali earned: 4,719,727 Yeah I have no idea about how many cases I've popped either, but my split: Earring +1 for all jobs -BLM, -GEO (1 perfect, SAM) Earring +2 RDM (perfect), WHM (13/19) Total gali earned: 2,440,000 Asura.Illuminate
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I think what we need is some solid math to get the basic statistics out of the way. I started saving up NQ boxes until I had 148. Of those, 141 were NQ earrings, and 7 were +1 earrings. So the odds of getting a +1 earring from a NQ case is 4.965% or ~5%. I also looked at the tier of augment received on each earring using the NQ earrings only. They only have one augment, and it can 6,7,8,9, or 10. Here's the breakdown: Total NQ cases: 148 Total NQ earrings: 141 Total +1 earrings: 7 Augments "+6": 78 of the 141, or 55.3% "+7": 28 of the 141, or 19.9% "+8": 15 of the 141, or 10.6% "+9": 10 of the 141, or 7.1% "+10": 10 of the 141, or 7.1% TLDR: What this means is the probability of just getting a max augmented +1 earring from a NQ case, (irrespective of its job) is = (0.05)(0.071) so equals 3.5%! Dear lord.... I will be starting to save up my +1 old cases and repeat this to see how skewed the augment tier really is. Less than 1 in 10 odds to get a max augment on a NQ earring from NQ case and 3.5% chance of getting a +1 earring with max augments from a NQ case. Gimme a break. Offline
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Since each case opening is an independent event, we can collect unbiased data of case openings from all players by simply being near the player when they open their case. If we use Windower's logger, then we can analyze data collected since the release of Sortie.
I've convinced Andromida (Asura) to let me post his data here, which he conveniently provided to me in a fancy table format already (thanks). About half of this data was obtained with a character AFK near the Sortie entrance/exit around September 2022, which provided a quick way to obtain results since many players wait until immediately after their run to open cases. Code Old Box 15489 NQ 14524 HQ 965 | NQ Old Box | HQ Old Box Job | NQ# NQ% NQ+# NQ+% | HQ# HQ% HQ1+# HQ1+% BLM | 772 5.3 38 0.3 | 58 6.0 3 0.3 BLU | 597 4.1 22 0.2 | 34 3.5 1 0.1 BRD | 594 4.1 28 0.2 | 45 4.7 2 0.2 BST | 585 4.0 25 0.2 | 31 3.2 1 0.1 COR | 556 3.8 28 0.2 | 45 4.7 4 0.4 DNC | 579 4.0 21 0.1 | 35 3.6 4 0.4 DRG | 576 4.0 22 0.2 | 37 3.8 1 0.1 DRK | 516 3.6 21 0.1 | 36 3.7 2 0.2 GEO | 560 3.9 23 0.2 | 28 2.9 0 0.0 MNK | 770 5.3 24 0.2 | 53 5.5 2 0.2 NIN | 615 4.2 19 0.1 | 42 4.4 1 0.1 PLD | 610 4.2 27 0.2 | 42 4.4 1 0.1 PUP | 587 4.0 21 0.1 | 40 4.1 2 0.2 RDM | 787 5.4 29 0.2 | 54 5.6 2 0.2 RNG | 581 4.0 23 0.2 | 37 3.8 1 0.1 RUN | 556 3.8 24 0.2 | 37 3.8 1 0.1 SAM | 611 4.2 27 0.2 | 42 4.4 1 0.1 SCH | 574 4.0 32 0.2 | 43 4.5 1 0.1 SMN | 559 3.8 22 0.2 | 27 2.8 1 0.1 THF | 764 5.3 42 0.3 | 45 4.7 2 0.2 WAR | 783 5.4 38 0.3 | 51 5.3 3 0.3 WHM | 805 5.5 31 0.2 | 61 6.3 6 0.6 Total | 13937 96.0 587 4.0 | 923 95.6 42 4.4 Bismarck.Zattano
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Izanami said: » Since each case opening is an independent event, we can collect unbiased data of case openings from all players by simply being near the player when they open their case. If we use Windower's logger, then we can analyze data collected since the release of Sortie. I've convinced Andromida (Asura) to let me post his data here, which he conveniently provided to me in a fancy table format already (thanks). About half of this data was obtained with a character AFK near the Sortie entrance/exit around September 2022, which provided a quick way to obtain results since many players wait until immediately after their run to open cases. Code Old Box 15489 NQ 14524 HQ 965 | NQ Old Box | HQ Old Box Job | NQ# NQ% NQ+# NQ+% | HQ# HQ% HQ1+# HQ1+% BLM | 772 5.3 38 0.3 | 58 6.0 3 0.3 BLU | 597 4.1 22 0.2 | 34 3.5 1 0.1 BRD | 594 4.1 28 0.2 | 45 4.7 2 0.2 BST | 585 4.0 25 0.2 | 31 3.2 1 0.1 COR | 556 3.8 28 0.2 | 45 4.7 4 0.4 DNC | 579 4.0 21 0.1 | 35 3.6 4 0.4 DRG | 576 4.0 22 0.2 | 37 3.8 1 0.1 DRK | 516 3.6 21 0.1 | 36 3.7 2 0.2 GEO | 560 3.9 23 0.2 | 28 2.9 0 0.0 MNK | 770 5.3 24 0.2 | 53 5.5 2 0.2 NIN | 615 4.2 19 0.1 | 42 4.4 1 0.1 PLD | 610 4.2 27 0.2 | 42 4.4 1 0.1 PUP | 587 4.0 21 0.1 | 40 4.1 2 0.2 RDM | 787 5.4 29 0.2 | 54 5.6 2 0.2 RNG | 581 4.0 23 0.2 | 37 3.8 1 0.1 RUN | 556 3.8 24 0.2 | 37 3.8 1 0.1 SAM | 611 4.2 27 0.2 | 42 4.4 1 0.1 SCH | 574 4.0 32 0.2 | 43 4.5 1 0.1 SMN | 559 3.8 22 0.2 | 27 2.8 1 0.1 THF | 764 5.3 42 0.3 | 45 4.7 2 0.2 WAR | 783 5.4 38 0.3 | 51 5.3 3 0.3 WHM | 805 5.5 31 0.2 | 61 6.3 6 0.6 Total | 13937 96.0 587 4.0 | 923 95.6 42 4.4 Great job on this data collect, but :Cringe: at the results. Fortunately, for me, I have given up on +2 earrings. Hopefully one will come for my mains while making primes, but not counting on it. On the other hand, I have noticed with my group's augment results on ??? Earring:"Job", they tend to favor low rolls. Considering how difficult it is to attain the +2's, its going to be disappointing to finally attain a +2 for a desired job, yet have the rolls be absolute low(like my MNK+2...) Hopefully some change to at least the augment rate in the near future will occur. Offline
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KujahFoxfire said: » Some stats to add to the pile in here. Since 1st June my groups had 10x +1 Cases, of which we've produced about 3-4 +2 earrings. Every one of them has minimum rolled. I personally have 5x +2 earrings since sortie released, all minimum rolled. Out latest 10 came from: E Boss, G Boss, G Boss, A Boss, Blue Chest in B, H Boss, H Boss, G Boss, B Boss, G Boss. Would guess there's a higher drop rate from basement bosses than anything else, but also the weighting/distribution on the augs is totally skewed unless there's some kind of trick to rolling them decently like opening them on the right job or something. Basement chest/bosses are the best source. Out static is on a break this week and doing low man chest runs we've gotten 10 +1 cases. Only boss we killed was E once. Bahamut.Kaius
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I have acquired ~4,650,000 muffins since Sortie was released. As you can imagine that is a great many chests, cases, and +1 cases, and a whole lot of basement boss kills.
I have 0 +2 earrings so I definitely endorse this thread. The best was when some dude in LS returns to game after an extended break, does like 5 sorties, gets a +2 and posts on discord "I FINALLY got +2 guys!!" say it with me:
BA RA SU Offline
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Bahamut.Kaius said: » I have acquired ~4,650,000 muffins since Sortie was released. As you can imagine that is a great many chests, cases, and +1 cases, and a whole lot of basement boss kills. I have 0 +2 earrings so I definitely endorse this thread. The best was when some dude in LS returns to game after an extended break, does like 5 sorties, gets a +2 and posts on discord "I FINALLY got +2 guys!!" We took a newly returned BRD with us last night, he got his first +1 case ever and got DRG+2 earring. Pretty awesome luck. Asura.Illuminate
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Izanami said: » Since each case opening is an independent event, we can collect unbiased data of case openings from all players by simply being near the player when they open their case. If we use Windower's logger, then we can analyze data collected since the release of Sortie. I've convinced Andromida (Asura) to let me post his data here, which he conveniently provided to me in a fancy table format already (thanks). About half of this data was obtained with a character AFK near the Sortie entrance/exit around September 2022, which provided a quick way to obtain results since many players wait until immediately after their run to open cases. Code Old Box 15489 NQ 14524 HQ 965 | NQ Old Box | HQ Old Box Job | NQ# NQ% NQ+# NQ+% | HQ# HQ% HQ1+# HQ1+% BLM | 772 5.3 38 0.3 | 58 6.0 3 0.3 BLU | 597 4.1 22 0.2 | 34 3.5 1 0.1 BRD | 594 4.1 28 0.2 | 45 4.7 2 0.2 BST | 585 4.0 25 0.2 | 31 3.2 1 0.1 COR | 556 3.8 28 0.2 | 45 4.7 4 0.4 DNC | 579 4.0 21 0.1 | 35 3.6 4 0.4 DRG | 576 4.0 22 0.2 | 37 3.8 1 0.1 DRK | 516 3.6 21 0.1 | 36 3.7 2 0.2 GEO | 560 3.9 23 0.2 | 28 2.9 0 0.0 MNK | 770 5.3 24 0.2 | 53 5.5 2 0.2 NIN | 615 4.2 19 0.1 | 42 4.4 1 0.1 PLD | 610 4.2 27 0.2 | 42 4.4 1 0.1 PUP | 587 4.0 21 0.1 | 40 4.1 2 0.2 RDM | 787 5.4 29 0.2 | 54 5.6 2 0.2 RNG | 581 4.0 23 0.2 | 37 3.8 1 0.1 RUN | 556 3.8 24 0.2 | 37 3.8 1 0.1 SAM | 611 4.2 27 0.2 | 42 4.4 1 0.1 SCH | 574 4.0 32 0.2 | 43 4.5 1 0.1 SMN | 559 3.8 22 0.2 | 27 2.8 1 0.1 THF | 764 5.3 42 0.3 | 45 4.7 2 0.2 WAR | 783 5.4 38 0.3 | 51 5.3 3 0.3 WHM | 805 5.5 31 0.2 | 61 6.3 6 0.6 Total | 13937 96.0 587 4.0 | 923 95.6 42 4.4 This data is pretty interesting. I think assuming an equal probability of getting an earring for each specific job is incorrect. With a sample of over 13,000 and a range of 516 on DRK to 800 on WHM, this doesn't seem to have happened by chance alone. I can plug in the numbers on SPSS and do an ANOVA to get an exact probability that the variation in (an assumed) flat distribution could happen by chance. The sortie earring system is utterly broken and stupid even for SE/FFXI standards barring an exchange system eventually being implemented or galli can be used to buy +1 or , optimistically +2, cases.
Asura.Lunafreya said: » The sortie earring system is utterly broken and stupid even for SE/FFXI standards barring an exchange system eventually being implemented or galli can be used to buy +1 or , optimistically +2, cases. Agreed! It's crazy :( made me take a really long break, hope they do something about it. Offline
Having the probability distribution null be like 1/18 for the original 6 jobs and 1/24 for the other 16 jobs doesn't result in a "badness" of fit of the above sample.
11x16 + 12x6 != 256 nor 255 The data aren't consistent with a uniform 22-nomial distribution in any case since the non-conforming bins would be for the original 6 + DRK. This is one of those things that we should brigade an official forum post. At the very least we need something to do with excess sapphires/starstones and nq/+1 earrings.
A trade in system would be great. Just a couple small math corrections.
Izanami said: » Since each case opening is an independent event, we can collect unbiased data of case openings from all players by simply being near the player when they open their case. If we use Windower's logger, then we can analyze data collected since the release of Sortie. I've convinced Andromida (Asura) to let me post his data here, which he conveniently provided to me in a fancy table format already (thanks). About half of this data was obtained with a character AFK near the Sortie entrance/exit around September 2022, which provided a quick way to obtain results since many players wait until immediately after their run to open cases. [snip] 4.5% * 4.5% * 4.5% is 0.009%, not 0.09%. Asura.Illuminate said: » TLDR: What this means is the probability of just getting a max augmented +1 earring from a NQ case, (irrespective of its job) is = (0.05)(0.071) so equals 3.5%! Dear lord.... Offline
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Asura.Illuminate said: » This data is pretty interesting. I think assuming an equal probability of getting an earring for each specific job is incorrect. With a sample of over 13,000 and a range of 516 on DRK to 800 on WHM, this doesn't seem to have happened by chance alone. I can plug in the numbers on SPSS and do an ANOVA to get an exact probability that the variation in (an assumed) flat distribution could happen by chance. You have the correct interpretation of the results. I simulated equal probability for each job exactly to demonstrate that the data does not follow such a distribution. It might seem obvious by glancing at the numbers, but it helps and is important to provide a baseline confidence interval to compare the data to. A uniform probability has been the assumed distribution, so it's best to compare against that. The average of the 6 base jobs is ~780, while the average of the 16 advanced jobs is ~580. This is a 34% increased drop rate for the 6 base jobs. The data clearly shows that the 6 base jobs have significantly higher drop rates and that DRK is unusually low. However, we could argue that DRK is not a special case, and is instead simply a 3-sigma outlier in the distribution of the 16 advanced jobs. I can't imagine why SE would pick DRK, out of all of the advanced jobs, to reduce the rate of. Hopefully somebody with a real statistics background can tease out the true probabilities from this data. Asura.Geriond said: » Just a couple small math corrections. 4% * 4.55% is 0.182%, not 1.82% 4.5% * 4.5% * 4.5% is 0.009%, not 0.09%. Thanks. I've updated the post. I didn't even consider checking those numbers since I thought "just multiply by 100, you can't possibly mess it up." Asura.Illuminate
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So, I made a bar chart (thank you Izanami and Andromida!) which started with the highest frequency of NQ earrings (WHM) from a NQ chest, all the way to the lowest frequency (DRK). This is absolutely NOT a flat distribution. I tried to find a free statistics program that would do an ANOVA of 22 different categories for the job variable and their corresponding frequencies/occurrences, but it is just too many categories for the job variable lol! This confirms that there is a considerably higher distribution for the original FFXI jobs (WHM RDM WAR BLM MNK THF), as previously noted by Izanami, which shows a slow, steady decrease in frequency. Then a significant drop by over 150 followed by a second distribution that is relatively flat but shows a slow, steady decrease in frequency for the rest of the jobs, with DRK being the lowest. DRK might be an outlier. But with a sample size of over 13000, it might just be what SE decided. Basically what I'm getting at here is that if SE claimed this is a flat distribution they need to learn how to math. This agrees with Izanami's conclusion that there is a significantly greater chance of getting earrings on original FFXI jobs than the rest that were added later. Ofc this applies to only NQ earrings, but I would assume the same distribution might apply to the +1 earrings and the +2s even? Asura.Illuminate
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Here is the +1 distribution using Izanami's/ Andromida's work. It also shows five of the original 6 jobs as the most common, followed by thief tied with two others for the 6th highest frequency. This is a small sample size though (for this kind of analysis). Asura.Illuminate
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Bismarck.Zattano said: » Izanami said: » Since each case opening is an independent event, we can collect unbiased data of case openings from all players by simply being near the player when they open their case. If we use Windower's logger, then we can analyze data collected since the release of Sortie. I've convinced Andromida (Asura) to let me post his data here, which he conveniently provided to me in a fancy table format already (thanks). About half of this data was obtained with a character AFK near the Sortie entrance/exit around September 2022, which provided a quick way to obtain results since many players wait until immediately after their run to open cases. Code Old Box 15489 NQ 14524 HQ 965 | NQ Old Box | HQ Old Box Job | NQ# NQ% NQ+# NQ+% | HQ# HQ% HQ1+# HQ1+% BLM | 772 5.3 38 0.3 | 58 6.0 3 0.3 BLU | 597 4.1 22 0.2 | 34 3.5 1 0.1 BRD | 594 4.1 28 0.2 | 45 4.7 2 0.2 BST | 585 4.0 25 0.2 | 31 3.2 1 0.1 COR | 556 3.8 28 0.2 | 45 4.7 4 0.4 DNC | 579 4.0 21 0.1 | 35 3.6 4 0.4 DRG | 576 4.0 22 0.2 | 37 3.8 1 0.1 DRK | 516 3.6 21 0.1 | 36 3.7 2 0.2 GEO | 560 3.9 23 0.2 | 28 2.9 0 0.0 MNK | 770 5.3 24 0.2 | 53 5.5 2 0.2 NIN | 615 4.2 19 0.1 | 42 4.4 1 0.1 PLD | 610 4.2 27 0.2 | 42 4.4 1 0.1 PUP | 587 4.0 21 0.1 | 40 4.1 2 0.2 RDM | 787 5.4 29 0.2 | 54 5.6 2 0.2 RNG | 581 4.0 23 0.2 | 37 3.8 1 0.1 RUN | 556 3.8 24 0.2 | 37 3.8 1 0.1 SAM | 611 4.2 27 0.2 | 42 4.4 1 0.1 SCH | 574 4.0 32 0.2 | 43 4.5 1 0.1 SMN | 559 3.8 22 0.2 | 27 2.8 1 0.1 THF | 764 5.3 42 0.3 | 45 4.7 2 0.2 WAR | 783 5.4 38 0.3 | 51 5.3 3 0.3 WHM | 805 5.5 31 0.2 | 61 6.3 6 0.6 Total | 13937 96.0 587 4.0 | 923 95.6 42 4.4 Great job on this data collect, but :Cringe: at the results. Fortunately, for me, I have given up on +2 earrings. Hopefully one will come for my mains while making primes, but not counting on it. On the other hand, I have noticed with my group's augment results on ??? Earring:"Job", they tend to favor low rolls. Considering how difficult it is to attain the +2's, its going to be disappointing to finally attain a +2 for a desired job, yet have the rolls be absolute low(like my MNK+2...) Hopefully some change to at least the augment rate in the near future will occur. Using a sample size of 141 NQ earrings, the relative %'s of augments from lowest tier to highest tier was: 55.3%, 19.9%, 10.6%, 7.1% and 7.1%. So a 55.3% chance you'll get the lowest tiered augment and a 7.1% chance you would get the max tiered augment. I don't have enough +1 earrings (yet) to see if those augments are ridiculously skewed towards the sh*tty end of the stick, as well. Perhaps the augment tier is a ratio, 8:3:1.5:1:1 |
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