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  • Brad
  • Member Since Apr 30th, 2008

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Recent Comments:

Progressive drop rates {WoW}

Mar 28th 2009 12:12PM I suppose different quest items might have different rates of progression, but that said, this is going to work for the Wintergrasp dailies where you have to kill the elementals/opp. faction players, right? Please??

The Queue: Last rites {WoW}

Jan 30th 2009 2:16PM Someone mentioned yesterday to wholesale sell everything in your bank - all your mats and the like - before they become worthless with the a new expansion, if you come back after patch 4.x.x or what have you. You'll get more gold for eternals now than you would then, just like primals are junk now.

I'm going to alter that - convert everything into gold, then buy up stacks of low-level mats - ores from copper to thorium, maybe the Outland ores, and Azeroth herbs, especially the lowest ones. These will keep their value relatively well due to the new player effect with a new expansion, and will weather the storm of inflation that a pile of gold would face.

Countdown to Wrath Giveaway: Day 6 - 60-day game time card {WoW}

Nov 7th 2008 1:08PM Sure, why not get in on this.

Guildwatch: Still dropping bosses {WoW}

Oct 8th 2008 12:32PM I've felt the same way about no Drak'Thul...and then I remembered, our server's so dead I wouldn't be surprised if no one downs anything interesting anyway.

Forum post of the day: Winning isn't everything {WoW}

Jul 14th 2008 3:56AM I'd say a lot of this can be chalked up to pre-expansion blues. How common was this pre-2.4? How about the lead up to BC?

Some remarks on drop rates {WoW}

Apr 30th 2008 12:07AM I would hope Blizzard doesn't add drops to atone for low drop rates, no matter how unusually low it may be.

First off, the Law of Large Numbers (http://en.wikipedia.org/wiki/Law_of_large_numbers) guarantees that, over time, random variables (such as the 10% drop rate of the Badge) will maintain a stable percentage at or very, very near the expected probability.

Secondly, you know they wouldn't "remove" any Badges if the drop rate suddenly spikes to an unusually high level, so why should they arbitrarily add Badges if the drop rate goes low for a period of time?

This is, of course, assuming a valid random number generator. Seeing as how we pretty much trust the /roll function, there's no reason to think that Blizzard adjusts things when we don't see the random number displayed in the chat log.