Talk:Neptune flytrap
The fourth message is of course a reference to Leif Erickson, the famous Viking. I'd add it myself, but I fail at wiki formatting... --Jimfromtx 11:37, 22 November 2008 (UTC)
Something unusual has been happening here. I've been adventuring with a variety of characters in this zone, each with the scuba gear, +100% item drop from other sources, whatever passive skills they have, and a barrrnacle for a familiar. So far, it appears that only ascended characters and disco bandits have been getting any flytrap pellets at all, leading me to believe that a total item drop bonus of +0% may lead to a 0% drop chance for this item. Can anybody else verify this?--Yiab 19:21, 25 November 2008 (UTC)
I'm seeing the same thing as Yiab. I am playing here with an unascended character and a net increased drop rate, despite using the SCUBA gear, and haven't yet had the flytrap drop anything.--JungleSlug 03:28, 10 December 2008 (UTC)
TT, got some pellets, and the wriggling one.--Eniteris 03:36, 10 December 2008 (UTC)
As an AT, my first fight against the flytrap got me the wriggling pellet. No other drops, but I was having a hard enough time surviving. +61.5% item drop with the scuba gear taken into account. Pardon the awful sample size. :P --Ephesos 22:23, 10 December 2008 (UTC)
Spading
Item Bonus | Encountered | flytrap pellets |
---|---|---|
+35.9526% (w:30) |
53 | 18 |
+50.7078% | 30 | 14 |
+0% | 34 | 8 |
+51.9526% (w:30) |
95 | 41 |
+101.6126% | 44 | 22 |
+75.7078% | 407 | 209 |
+202.7494% | 143 | 132 |
+232.7443% (w: 41) |
64 | 64 |
In particular, the high drop rate bonus shows that the drop rate is in excess of 29%. The combined drop data makes the rate less than 31%. Assuming integer percentages for drop rates, that makes the pellets drop at a rate of 30%. The combined average for the data is about 28.76%, with a standard error of about .911% --Flargen 07:04, 10 March 2009 (UTC)
Once again, I got a double drop on a Sea item. Actually, it's normal item drop and a dolphin stole another one. Strange.--JohnAnon 16:50, 23 March 2010 (UTC)
I got a failure to drop the wriggling pellet from a faxed Neptune flytrap (no pressure penalties) while running +388.79%. So assuming it has quasi-normal drop mechanics, it's got a rate of less than 20.5%. Oh... and after that, I noticed that I hadn't made the SCUBA gear to reveal the old man and the sea yet. Don't know whether that matters. --Greycat 16:05, 21 May 2012 (CEST)
- Extirpator, in chat, reported a failure to get the wriggling pellet at +402.8% items. --Greycat (talk) 20:19, 21 May 2013 (UTC)
- And another failure, this time at +670.93%, enough to max out a 15% drop. This is either a surprisingly low drop rate, or there's a rejection on it (possibly both). --Flargen (talk) 03:50, 3 June 2013 (UTC)
- You acquire an item: wriggling flytrap pellet. Fought three flytrap with -140% item drops. Looks like it's a 100% drop rate with a rejection. --Cannonfire40 (talk) 05:31, 3 June 2013 (UTC)
- And another failure, this time at +670.93%, enough to max out a 15% drop. This is either a surprisingly low drop rate, or there's a rejection on it (possibly both). --Flargen (talk) 03:50, 3 June 2013 (UTC)
A dolphin stole my pellet
I am fairly certain that the first time I adventured here, before I understood about the pressure penalty and had zero protection against it, the dolphin stole my wriggling pellet. I did many more adventures and lost many more things to the dolphins before I figured out about the pressure penalty. Can anyone confirm that since it is a one-time drop, am I just screwed and will never see it again? Because the whistle I need to get the dolphins to come back I am unable to get until I use that pellet to get access to the other areas... yes? I was hoping it would be smart enough to re-drop that wriggling pellet eventually but no luck. Ablotial 07:38, 27 June 2011 (CEST)
- If I recall correctly how the dolphins work, they actually 'steal' things that would have dropped normally, but did not drop for you because of the pressure penalty. So, if the dolphin stole it, you would not have been getting it as a drop anyway. That would leave you with the one-time drop still available, and you just have to keep trying. Good luck! --timrem 07:50, 27 June 2011 (CEST)
water-polo cap
- did anyone actually get a second one to drop? first guess that this would, like the mitt, be a one-time drop. unlikely drop, blah blah, large sample size, yeah, yeah. still trying. --Evilkolbot 00:06, 11 February 2012 (CET)
- I'm pretty sure it works exactly like the mitt. Both because it has the same unlock mechanic and I'm pretty sure I ran enough turns long ago to make it a less than 5% chance that the mitt has a drop rate of 1% or higher. --Flargen 00:49, 11 February 2012 (CET)
- so, how many turns and how much +items would i need to do to judge whether it was a one-time drop or not? i've been running at least enough not to get dolphins and then some, and over 300 (150) turns. bad rng might mean i'll never see one, though. might be quicker and cheaper to ask jick. --Evilkolbot 11:38, 11 February 2012 (CET)
- I'm pretty sure it works exactly like the mitt. Both because it has the same unlock mechanic and I'm pretty sure I ran enough turns long ago to make it a less than 5% chance that the mitt has a drop rate of 1% or higher. --Flargen 00:49, 11 February 2012 (CET)
- i'm sorry, that wasn't rhetorical. any stats or probability theory i did was not only thirty-odd years ago i was asleep through most of it. i'll restate my question.
- given a 1% drop rate, how many item-free turns would indicate that the item probably wan't going to drop?
- any ideas? --Evilkolbot 11:41, 12 February 2012 (CET)
- Assuming the drop rate is 1%, the chance of it failing to drop X times is .99^X . Thus, the number of fights required to have a cumulative failure chance of y is log(y)/log(.99) . So to have a 50% chance of getting at least one drop requires 69 adventures; a 75% chance requires 138 adventures; a 90% chance requires 229 adventures; a 95% chance requires 298 adventures; and a 99% chance requires 458 adventures. There is a 94% chance that my math is right and a 97% chance that I've explained it badly. --Johnny Treehugger 17:44, 12 February 2012 (CET)
- You're forgetting that you can multiply the drop rate with +items. --Flargen 18:03, 12 February 2012 (CET)
- Assuming the drop rate is 1%, the chance of it failing to drop X times is .99^X . Thus, the number of fights required to have a cumulative failure chance of y is log(y)/log(.99) . So to have a 50% chance of getting at least one drop requires 69 adventures; a 75% chance requires 138 adventures; a 90% chance requires 229 adventures; a 95% chance requires 298 adventures; and a 99% chance requires 458 adventures. There is a 94% chance that my math is right and a 97% chance that I've explained it badly. --Johnny Treehugger 17:44, 12 February 2012 (CET)
- he one thing i know about the sea is that dolphins steal only stuff that would have dropped but for the pressure pnealty. therefore, no dolphins, no penalty. as for as how the game deals with +items after the penalty i cannot say. but, if it's a one percent chance that the rng hates me after 500 turns, then that's good enough for me. short of rt, rofl, yiab or even hotstuff telling me they got two i'll have to assume that the wiki is incomplete. --Evilkolbot 18:30, 12 February 2012 (CET)
- Assuming 1% base drop rate, the chance of 500 fights without a drop at +0% items is 0.66%; at +100% items is 0.0041%; anything higher than that is pretty much 0. --Johnny Treehugger 18:39, 12 February 2012 (CET)