The point is you need to do the necessary math and calculate the saturation distribution and independence. But the completely random model only allows you to simultaneously control along the same axis. Althoug, 45SG will need to polish, if we are to get a pre-lvl60 time, some of them a fair chance. Do not see a 20 increase from running down, and now closer to level (Battle of the immortals Gold) 70 to 45. In the
Other mmorps sometimes use low drop rate of the project reinforced the probability, so that they can maintain the distribution does not cause too wide a low dropout rate envelope. This pursuit of the project, kill X to get a single item Y type, then the Ys droprate up and down every X you do not kill, and a reset when you have some players in order to avoid spending too much time on them and other were completed too quickly.
Say you want a project a decline of about 20 run (ie, decreased rate of5%). It to a unit will ensure that 5% will drop every 20 runs, once you run a great collection, but the AA will soon be down a lot of players, there are a considerable number of players do not have a 40-60 run a single drop.
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