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Black Desert Online Party Mechanics Question: Mob Grade

Greetings all! I have scoured the interwebs, and have not been able to find anything related to my question. This does not necessarily mean the answer isn't there, just that my google-fu wasn't strong enough to divine the answer. So here goes:

 

Fact 1. When you are grouped, the game uses only the Party Leader's Area Level. ex: Leader has Susans at 10, everyone else doesn't. Everyone in group receives the benefit of Level 10. This is common knowledge and has been proven. From my own guild's testing, this can work at any distance. We had a party member benefiting from another's Level 8 Helms Post while the party Leader was in the Mansha Forest.

 

Fact 2. The Group Loot systems can alter who loots what, disregarding who did the most damage to get the Kill Credit. All Group Loot settings have a max range of effect.

 

Fact 3. S-Grade mob knowledge increases both the Loot Drop rates of that Mob and the Exp it gives.

 

This raised a question to me: In groups, how does the game decide which group member's Monster Knowledge Rank to use when it comes to loot?

 

There are a few Scenarios I can think of:

 

It uses the Rank of whomever is credited the kill.

It uses the Rank of a Party Member either randomly or in some set order.

It uses the Highest Rank in the group (this would be obscenely generous, which is decidedly not something the game is known for).

It uses an averaged Rank from the group (probably worst case scenario).

It uses the Leader's Rank, much like it uses the Leader's Area Level.

It uses the Rank of whoever FIRST loots the Mob. Assumes that Loot is Not rolled until the Mob is Looted, effectively treating every mob corpse as a mini chest-style RNG roll.

 

Accurate Testing of which it is could be incredibly difficult, but I have a possible test idea:

 

Black Desert Online Party Mechanics Question: Mob Grade

 

The EXP Test

 

Rules for Test to function: 

 

Loot is determined upon the mob's Death, not upon first Loot as in Scenario 6.

Both EXP and Loot are under the same rule set scenario and are tied together. Ex: if Scenario 5 is true, then if the Party Leader has S-Grade, then every party member would be gaining S-Grade Experience as well as Loot Grade instead of whatever they have.

 

Subjects: 4 Players, Subjects S1, S2, C1, and C2. They must have same Level, EXP modifiers, and Area Rank, but Subject S1 and S2 Must have S-Grade on the Test Mob (TM). Subjects C1 and C2 Must Not have S-Grade on the TM.

 

Test:

 

Have C1 and C2 group with Loot set to FFA. Kill TM. Mark down the EXP gained as E1.

 

Have S1 and C1 group, with S1 as Party Leader and Loot set to FFA. Kill TM multiple times, alternating who gets the Kill Credit. Mark down C1's EXP gain and average it as E2. If E1 < E2 then some form of Scenarios 1-5 are in effect for at least EXP gain. If E1 = E2 then Rule 2 is False and Test is Inconclusive, End Test.

 

Exactly Repeat Step 2, and mark down average EXP as E3.

 

Have S1 and S2 group with Loot set to FFA. Kill TM. Mark down the EXP gained as E4.

 

Have S1 and C1 group, with C1 as Party Leader and Loot set to FFA. Kill TM multiple times, alternating who gets the Kill Credit. Mark down C1's EXP gain and average it as E5.

 

Have S1 and C1 group, with S1 as Party Leader and Loot set to FFA. Kill TM multiple times, having C1 get all the Kill Credit. Mark down C1's EXP gain and average it as E6.

 

Have S1 and C1 group, with S1 as Party Leader and Loot set to FFA. Kill TM multiple times, having S1 get all the Kill Credit. Mark down C1's EXP gain and average it as E7.

 

A lot can be inferred from E1-E7, and can narrow down which of Scenarios 1-5 are possible.

 

Will anyone do that test? Probably not. It has too much setup and too high a chance of not paying off... but it's all I can currently think of as a viable test right now.

 

I sincerely hope someone knows the actual answer already!

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