I do looping too, but usually start in garden and will loop garden until I get one, then switch toons and do NOT use a Three on the one I just killed. By the time I get to third toon I only pop on one boss. Once I finish all three of those I start the planetary cycle you have and again drop bosses from cycle with each time I switch characters.
I recently did this method Sunday and Monday nights (10/16 and 10/17) for maybe a collective of 4-5 hours total, including zoning, switching, re-gearing and general lazzyness (not being in a hurry) and skipped planetary boss rotation for the most part.
I started with 147 3oC in Inventory and one on each character for 150 total.
4 3oC in 5 rounds of Trials, (first paid off rest didn't) 4 used 146 3oC left 1 exotic (1/4 )
48 3oC across 8 characters (3, 2, 3) in three different time spans about 12 hours apart from each other (Last one took 12 3oC to get as I was using on every boss instead of just the one remaining) 48 used 98 3oC left 8 exotics (1/6)
1 3oC eye of Gatelord first paid off, too tired to continue... 1 used 97 3oC left 1 exotic (1/1)
In total I used 53 3oC, and got 10 Exotics for about 1-5.
This weekend I'll try the planetary w/ taking killed bosses out again and see how that stack up against a mostly "garden" play.
In my own testing in the past even outside of this, Boss kills are account based and time based to each INDIVIDUAL BOSS, but the more you kill the same boss over and over the less of a chance of it paying out regardless of the character used...especially if already killed and collected with all three.
I've also tested the Tomb before and spammed 3oC before watching bosses and not repopping on the same ones and lost TONS of coins (about 40-50 for 2 exotics... I was physically sick), and paid more attention (even on same character w/o switching) and only used on ones I hadn't gotten to drop one before and was about 1 in 7 to 1 in 8 which to me still isn't as good as other places and methods.
Every 3oC has a chance, but we still don't know the exacts of the base % chances for drops, or cooldown / % reduction after killing a boss and trying to repeat.
I've seen people in my party get back to back to back in the same play in the garden and I've even gotten double drops before as well and I've had times where I went 20+ w/o a single one. At the end of the day I'm sure there are some built in factors we don't know but it's still RNG.
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Edited by Reubenatrix: 10/21/2016 12:05:17 AMAfter 6 hours doing TOMB, my average rate across good and bad luck came out to be that using 1 3oC at a time, you can expect to be rewarded 1 exotic for every 15 ultra kills. But usually its a lot quicker than that. I used a few hundred coins. Started with 530, ended with 160. Netted 37 exotics. And not one chest piece. Mathematically it works out to 1 in 10, but 1 in 15 is a more realistic mentally deceptive expectation to get you through the bad times. Also netted over 180 ether seeds and 140 house banners. I need 1 more session to get 2 chests and I'm done. I also tried the planetary thing - its is way slower but more economical on your coins. I killed 24 bosses for 3 engrams and it took me over an hour. The only one I don't recommend is the Garden Spire - too many adds along the way. Nothing from Ultra Knight alt all.
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First runs on planetary rotation is time consuming but port back to space after ultra kill and keep check point which completely reduces run tinned from about 15 minute each to easily less than 5 per boss. This is longer than TOMB and if you are a coin farmer then TOMB may be far more worth it for speed farming exotics, but most casual players aren't going to mad bank on 3oC for that kind of use though. Ultimately both are viable depending on if you want speed vs spend. I've had averages run at 1 in 2 to 1 in 3 in last years races and even some Banner plays, and other times when I'd used 20+ in banner skipping matches in between and never paid out. I honestly believe that each week certain points have a higher payout and others drop meaning what works great this week may not next week but then work great again in the future as well.
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Yeah its a mystery really. I'm just going to do a hour on tomb and speed through 100 coins 1 at a time after work - hopefully get a couple of chest engrams in the mix - then hit Archon and I should be looking good. I yell you what though - 6 hours of TOMB with no chests! I really though you couldn't get chests there at all until first run this morning. 1st coin = chest! I actually dislike doing it, but I am fixated on being maxed out. and TOMB is just too easy if you are coined up. Plus I'm sure they will patch it out soon, because it doesn't promote gameplay at all.
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Same could be said for all the stages that let you checkpoint at a boss though and you can't do that in TOMB. Honestly if Bung Wanted to fix farming they should change them so once you pop one it stays active until you get a drop and increase chance on each ultra kill until one drops ( which originally I though that's kind of how they were suppose to work.) Then after a drop the icon changes to a broken version w a countdown blocking you from using another until the countdown expires... you still may not get one off the first boss; but by it staying active until you do, you don't waste needless coins on some mysterious unknown countdown or degraded chance during said time frame.
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I understand that's how it does work. 5.33% chance on your first coined boss kill, doubling up on every consecutive coin/boss kill and resetting to 0 percent after a drop. Certainly plays out that way in the stats in my experience. If it were just 5% chance everytime you could go 100 coins with no drop easily and that never happens.
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Ya, but they've said there is no stacking effect for using multiple at once so now the mysterious part is the cool down they added in. I've never seen an official notice on what that time is, or how it effects this stacking bonus. W/o the cool down...If they doubled each time then you'd have (as an example) 5,10,20,40,80,160%. Given this, then you should have one by 5 coins in most likely and guaranteed one at at 6 a chance at two... If the increase is set in stone as a set #% instead of multiplied (so first is 5, second is 10 and so on) then by the time you get 20 coins in it should be promised but I've been past that before too. Then there's other things we don't know for sure if they factor in like do bosses build up a resistance to drop or "drop hate %" that reduces our bonus on multiple kills over a set time and if so what's the time period... is it one character only or against account, does switching character wipe a built "not claimed" %... if "claimed" does switching refresh all the mobs. Does shutting down a system or weekly-reset actually reset any built up bonus or "ultra drop hate" I have sooo many questions on these and really there isn't a lot of supportive official info to take anything out of theory or speculation mean... 1, 2who, crunch... the world may never know. That's why I think them staying active until you get one and then blocking out reuse until a timer expires would be the easiest to see and understand , but would make farming far less effective.
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No stacking for multiple but singles stack over time I believe. None of it makes sense as I have had back to backs on tomb so there is no cooldown. More likely a probability drop. I just stick with it till I win by stats :)...and definitely no headphones :)