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Component-Map/enemy Level Scaling


MIRROR_ell
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Since we've had the Alloy Plate drop rates go sky-high, the fact that credits were scaled to increase with mob level in the map and due to the trackable level tiers in defense, it came to me that there may be a way to scale the amount of component drops to enemy/map level.

 

Currently, there are 4 types of components taken from Ced23Ric's post here https://forums.warframe.com/index.php?/topic/64303-operation-cornucopia-fixing-the-farming-masterthread/?p=673044(which is another great thread about resource farming etc.):

 

Common(Ferrite, Salvage, Alloy Plates, Nano Spores)

Uncommon(Plastids, Polymer Bundles, Circuits, Rubedo)

Rare(Neurodes, Neural Sensors, Control Modules, Morphics, Gallium, Orokin Cells)

Faction(Detonite Ampules, Fieldron Samples, Mutagen Samples)

 

Currently, Common materials drop in values between 50-100+, Uncommon in 10+<50, and Rares/Factions in 1s. To solve the farming problems that rise with materials that bottleneck a lot of structures, ie. Ferrite due to sheer demand, Polymer/Circuits due to low drop rate, I suggest that maps have their amount drops scale according to enemy or map level. This suggestion can also go hand-in-hand with Component Alert suggestions, etc.

 

This would require a mix-up of all current material drops from systems and ENSURING that every Common and Uncommon exists in every tier; Tier 1(system enemy level 1-20), Tier 2(T1 Void; system enemy level 20-35), Tier 3(T2 Void; system enemy level 36-89), Tier 4(T3 Void; system enemy level 90+).

 

Tier 1 will drop components at 0.5-1x their values at 1x their normal drop rate, Tier 2 will drop at 1.1-1.5x at 1x their normal drop rate, Tier 3 will drop at 1.6-2.0x at 1.5x their normal drop rate, and Tier 4 at 2.5x at 2x their normal drop rate. Faction drops will be affected by this as well but with a minimum value of 1 and a maximum value of 2. Rares are suggested to not be affected by this change at all.

 

The suggested drop rate multipliers for mobs are to increase the risk:reward ratio of going into high level maps, specifically higher tier defense to have a better chance for material drops.

 

As with the Void suggestions, I suggest that the Void drops all materials instead of a preset one, and the material drop rates for each be scaled accordingly to levels suggested here to address issues such as high level mobs dropping low amounts of materials, or vice versa, etc. 

 

Thoughts, ideas, and criticisms are welcome.

Edited by Rennushca
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