Fallout

Results of 14,500 Scrip spent on the 50% Off Sale or why I think there is a hard coded “Seed” on Accounts / Characters.

fallout 3 - Results of 14,500 Scrip spent on the 50% Off Sale or why I think there is a hard coded "Seed" on Accounts / Characters.
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So to begin with:

-I know this is fiercely debated, and I'm biased as I put forth the concept in January.

-The '76 XEdit and Dataminers found "Seeds" listed in the Fallout76.exe (Credit to
Eckserah - Results of 14,500 Scrip spent on the 50% Off Sale or why I think there is a hard coded "Seed" on Accounts / Characters.u/Eckserah)

-There are countless theories, many based in completely random and unquantifiable / testable concepts (aka having a bloodied weapon makes it more likely to get a bloodied weapon).

All that said I've leveled characters on (5) accounts (Don't judge me, thankfully Bethesda intervened for me by introducing a GPU related bug in the last few updates making the game almost unplayable for me), used to do multi-hour Nuked White Springs Clubhouse runs etc. and have noticed trends.

Based on that, and the collected data from original WhiteSprings runs (I kept every legendary drop, and tracked them for 2 months) My theory stands as the following

-There appears to be a Account Seed (Clearly seen below in the Scrip results)

-There appears to be a Character Seed (or dumb luck, harder to prove there)

-This Seed is adjusted each time you join a server (Aka I loot more Weightless on Server A and Vanguard on Server B)

-There are "Average" (Majority of the player base), Lucky and Unlucky Characters / Accounts.

In the past I tracked this with "Quality" drops when running (5) accounts and leveling them in controlled environment when all 5 can "tag" a legendary NPC's and track the drops, but even that can be a bit hard to replicate, so I figured the Script sale would be an exceptional time to do this, as I could control the "pulls"

Guidelines:

  • 37 Pulls per character for a controlled sample:

(20) 3* armor and (17) 3* weapon pulls.

  • Track "Meta" drops and anything considered "good"

Aka Junkie's Explosive, Bloodied Swing Speed, Unyielding Cav etc and all "Good" items, a bit subjective but tracking every single drop vs Standouts is not worth the time and effort any longer.
Weightless / Weight Reduction is great for mules and was tracked, but Nocturnal Cav was not for example.

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  • Chart by Account and total script spent:

I only have more than one "Scrip" characters on 3 of the 5 accounts, one is dedicated for multiple low level characters, but factoring by account, dividing by the number of characters that pulled etc.


The Results very confirmed my previous findings. (spreadsheet link).

The summary of the results (click the link above for the breakdown)

  • Main Account: (Always considered "Unlucky" based on Previous data)

1,450 Script spent on 37 pulls, (0) "Meta" or "Quality" pulls.

  • Secondary Account: (Considered Below average based on Previous data)

2,900 Script spent on 74 pulls, (2) "Meta" or "Quality" pulls, working out to 725 script spent per "Meta" Pull.

  • Tertiary Account: (Considered Average based on Previous data):

2,900 Script spent on 74 pulls, (19) "Meta" or "Quality" pulls, working out to 123.6 script spent per "Meta" Pull.

  • Quaternary Account: (Considered Exceptionally Luck and the control based on Previous data):

1,450 Script spent on 37 pulls, (29) "Meta" or "Quality" pulls for a total of 50 Script per "Meta" Pull

  • Quinary Account: (Considered Average based on Previous data):

5,800 Script spent on 148 pulls, (40) "Meta" or "Quality" pulls for a total of 145 Script per "Meta" Pull

The Fourth account is the clear stand alone, and has always been EXCEPTIONALLY lucky with nearly a 83% chance to get a "Meta" item per Purveyor pull, the majority of the accounts tracking in the middle of the curve and the "Unlucky" account pulling ZERO "Meta" drops.

Thoughts?

Source: Original link


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