Trove: evidence of the utility of magic find

The problem you have is you slowly got to 2500 and you do not realize the difference. I am sure if you ran a week with 1000 mf then put on 2500 you would see the difference. Also to point out it is not like with 2500 you are all of a sudden going to Buy Trove Flux get 10 stellars a day with 20 radiants to break as it just is not the way it works. With 2500 your average drop rate is a ton better than someone with 500. I know this from experience not guessing.

Everyone always brings up they got stellar drops with lower magic find, but this information is useless. Magic find improves the frequency of higher drops, so what if someone got a stellar at lower magic find, this isn’t counter evidence or evidence of the utility of magic find.

There are a couple ways to properly analyze it, one would be to record the frequency of s1, s2, …, radiant, and stellar drops for a sample of size n. If larger magic find has an impact, you’d see that the frequency of higher drops will larger. You’d need a large sample size because for rare events like stellar drops, the variance is high. Larger sample size => lower sampling variance of the means => lower standard errors. I can suggest a few ways to do a statistical hypothesis test to show

The odds are more on your side. They won’t always be though. Not to be redundant with the thread but RNG is RNG. You could have 10k Magic Find and end up getting squat until the end of time because of RNG. Until they place a trigger that will force a drop, you are guaranteed nothing. Just as you might not get the halloween event mount even with the 25 chest coming later this week.

Nevermind… Im 100 percent sure that this stat is broken and not working, i was getting better drops with 1915 mf so yea 600 mf difference just make this worse
You give time, flux, work to buy trove flux online that stat and a guy with 1k mf can make better flux in u7,lol i m laughing this is comedy.

Albion Online test server

Although this is not 100% on the topic, I did want to comment on the nature staff changes as a whole. I understand the nature staff is really strong 1v1, probably top 3 (though not #1), but it’s not strong because it kills fast, has burst, or can stop you from running, it’s just strong because it can outlast.

The nature staff is one of the slowest killing weapons, has no CC, and no chase at all so if you are dieing to a nature staff 1v1 you are choosing to stand there and die. With those limitations, I don’t understand the need to nerf the staff at all.

The other changes on the test server also play a large part in changing the relative power of the nature staff already and this is Albion Online Items, Things like Bloodlust can give other weapons a nice increase in longevity also, helping close the gap on other weapons ability to survive.

Additionally, the change to the dagger line W will be huge in offsetting this advantage as well. There are also some really high damage buffs that are coming in on the test server making it even more powerful for some weapons really high burst damage to come into play.

I would love to hear other’s thoughts on this, if they agree or if they have insight that I may have missed into how the nature staff is truly an insurmountable 1v1 weapon.