================================================================================ Xenoblade X: Treasure Sensor 102 vs 122, Raw sampling data to examine drop RNG ================================================================================ :Author: https://mememodoki.jp :License: CC BY 4.0 :Summary: Does over-100 total Treasure Sensor make a significant difference? No. Introduction ============= Treasure Sensor Total value means the chance of "Gold Chests", hence 100 (by armor traits such like C&C and augments) means better drops. Then, a question: Exceeding TS 100 provides us much better drops? To examine that, I ran several and counted drops per rarity. Method ======= Using Xenoblade X DE Switch 2 Edition, ver.2.0.0, Japanese, Offline. * Same party, same arts & skills, same equipments, and same place to hunt. + Same equipments means same Ground weapons and same Ground Armors. * The only difference is TS: + Control: total TS 102, by C&C Lv.6 armors with Treasure Sensor V augments. + Target: total TS 122, adding 4 extra Treasure Sensor V augments. * No other augments changed, except 4 Treasure Sensor V augments. I attemped to hunt as same as possible, utilizing Longsword/Dual-Guns OCG. Counted in "Menu, List, Items" UI, by my naked eye. Limitations ============ While sampling, Ground Level up from Lv.76 to Lv.77. Counted drop item types with their rarity only. **No traits included**. * Types: Melee Weapons, Ranged Weapons, Ground Armor, and Skell Weapons. * Rarity: Rare, Unique, Prime, and Galaxy (Galactic in EN edition). * Place: Cauldros, Bestial Utopia. Results ======== Note that Galaxy counts are only for Skell Weapons, and fixed to be Galaxy when TS >= 100. Actual runs are splitted into 5 sessions, to achive enough samples (>= 375) with my coffee breaks. Control: 384 drops Target: 375 drops The "Control" are "TS == 102" runs. ============== ======= ======= ====== ======= Control Rare Unique Prime Galaxy ============== ======= ======= ====== ======= Melee 2 66 8 0 Ranged 4 26 7 0 Ground Armor 9 23 7 0 Skell Weapon 0 0 0 8 -------------- ------- ------- ------ ------- Melee 2 2 2 0 Ranged 3 3 1 0 Ground Armor 1 6 2 0 Skell Weapon 0 0 0 4 -------------- ------- ------- ------ ------- Melee 3 6 3 0 Ranged 7 10 4 0 Ground Armor 4 13 1 0 Skell Weapon 0 0 0 5 -------------- ------- ------- ------ ------- Melee 2 12 4 0 Ranged 2 6 2 0 Ground Armor 6 13 3 0 Skell Weapon 0 0 0 9 -------------- ------- ------- ------ ------- Melee 7 16 5 0 Ranged 4 13 5 0 Ground Armor 4 14 7 0 Skell Weapon 0 0 0 8 ============== ======= ======= ====== ======= The "Target" are "TS == 122" runs. ============== ======= ======= ====== ======= Target Rare Unique Prime Galaxy ============== ======= ======= ====== ======= Melee 14 36 13 0 Ranged 10 32 7 0 Ground Armor 9 43 9 0 Skell Weapon 0 0 0 19 -------------- ------- ------- ------ ------- Melee 2 6 1 0 Ranged 1 2 1 0 Ground Armor 2 4 1 0 Skell Weapon 0 0 0 5 -------------- ------- ------- ------ ------- Melee 6 10 3 0 Ranged 3 3 5 0 Ground Armor 7 10 2 0 Skell Weapon 0 0 0 6 -------------- ------- ------- ------ ------- Melee 3 4 4 0 Ranged 4 12 2 0 Ground Armor 6 11 3 0 Skell Weapon 0 0 0 6 -------------- ------- ------- ------ ------- Melee 1 11 1 0 Ranged 3 8 1 0 Ground Armor 3 9 4 0 Skell Weapon 0 0 0 7 ============== ======= ======= ====== ======= Conclusion =========== Chi-square tests showed no significant differences. Exceeding TS 100 does not provide better "Rarity". It does not give us more "Prime" rarity drops. This indicates excessive TS traits and/or augments are not necessary. Further study should be done for each traits, but counting such details is hard for me:(