Low drop rate VF gnome and AR dragon
Merciless RNG noise
Click for lots of sound, and lots of fury both signifying lots of nothing
There is so much statistical noise ( see notes ) in AR dragon, and likely VF gnome, we are unlikely to ever know the true formula
Coin / loot rolls appear designed to make it worse
Daily limit on VF gnomes makes research on live server more difficult
But SGG has gone to great length to prevent one province from standing out significantly
So much data
Rumor from beta,
no one really cared about VF gnome
But
Beta testers REALLY cared about AR dragon
Several beta testers spent a crazy amount of time, and infinite loot tickets, testing it during multiple beta releases
Many live server big spenders spent huge hoards of flasks, tickets and micro transactions, testing it
Testing tools
I would love if someone cracked the AR dragon formula
The best tool for this was the Seadragon Avatar Mission ( 100 seadragons ) but rumor says most Beta testers finished the mission during the first AR it was offered
It will be interesting if SGG skips a similar avatar mission for VF gnomes
Conclusion
The conclusion among the beta testers, and some live server math people I know,
SGG deliberately designed AR dragon ( and very likely VF gnome ) to be
Heavily influenced by WE spent
Little difference between where you spend 12 WE ( minimum 3 WE, maximum 12 WE )
Roughly 0.01666 dragon per 1x WE or 1x dragon per roughly 60 WE
Highly variable ( minimum 0, theoretically maximum of 18 per run, odds 1 in 2.337716869172e34 of 18 seadragons in one run )
Very streaky ( like scratch off lottery tickets )
Resistant to reverse engineering
Note
Click for notes
AR dragon
Avatar Mission
Avatar mission requires 100 seadragons and an average of 6000 WE for approximately
0.01666 dragon per 1x WE
Coin analysis
(How rare exactly is the Atlantis Rises seadragon? (10% chance) - #133 by Gryphonknight)
Coin records
(How rare exactly is the Atlantis Rises seadragon? (10% chance) - #145 by Gryphonknight)
Boring as a feature
Allegedly beta discussion of emblem design, but similar discussion allegedly happened with seadragons
Replace emblem path with AR stage
Generating mobs
If I Recall Correctly, maximum possible is 18 mobs per run
18x dragons
roughly 1 per 60 WE
12 WE / 60 WE
roughly 0.2 appear per run 2.25-1N
roughly 0.8 none per run
log0.8 / logX=18
log0.8= 18*logX
log0.8/18=logX
10^(log0.8/18)=X
0.987679660608173 none per mob
Check
0.987679660608173^18= 0.8 none per run
0.012320339391827 appear per mob
1 in 81.16659518839265 appear per mob
1 in 2.337716869172e34 for 18 appear per run
Business
FIN