Quote:
Originally Posted by Ele
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This is a rather simple check within the variance code that would discourage socking at the end of windows by throwing in the uncertainty of being there beyond a set time limit.
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What I'm saying, however, is that there is no uncertainty, it just extends the sock and offers multiple late window opportunities for each mob.
The only way using variance would stop socking is to have spawns triggered in such a way that variance has an undetermined endpoint using statistics to try to achieve the same number of kills per week/month/year instead of a window. I'm not going to bother doing the math but on a one week spawn it would look more like:
Day 1-5: 0% chance per 30 minutes to spawn
day 5: 1% chance to spawn every 30 mins
day 6: 2% chance every 30 mins
etc. and have no cap, but after a certain number of days have a fixed percentage to spawn. This would more faithfully randomize the spawn than having a set window then increasing the set window by a set amount at a set percentage.