Increase Rate of Acquiring Correct Job Nodes from Nodestones

Status
Not open for further replies.

Tobi

Well-known member
Aug 31, 2018
316
291
63
Germany
Right now when you open Nodestones in AriesMS you are not guarenteed to get a Node (Boost or Skill) relevant to your job, like in GMS.
More often than not you get nodes for random classes, that you can never use and are forced to disassemble.

Having changed my main/class many times and maxing my nodes on each character, I felt that the ratio of nodes you get that are actually useable to your class is abysmal.
I've collected some nodestone data when I switched from DB to Shadower, because I didn't want to open a suggestion based on a feeling.

Here are my findings:
NOTE: My samplesize is 2030 opened Nodestones, since that was the amount I needed to max all of my skills.

When you look at only class specific boost and/or skill nodes, you get nodes for your class at a rate of 33.9%!
gpfjROI.jpeg

If you look at all useable Nodes, you're looking at a rate of 40.8% nodes.
"Useable" meaning any node that can be equipped/used without needing to disassemble it.
Wb51Dc3.jpeg

Although this may not be as interesting as the other 2 charts, here is what the distribution of nodes looks like on a "by type" or "by class group/type" basis.
2O0aFcN.jpeg

If you want to look at the raw data and the interactive charts, use the following link:

I believe we should get rid of the system that gives you random nodes completely or atleast raise the ratio of useable nodes to 75% or higher.

Getting useless nodes (especially when nodestone prices go up again) is highly discouraging towards newer players progressions.

Note: I'm tired af, so please excuse any weird sentences. My brain is mush rn.
 
Last edited:

Bread

Well-known member
Aug 21, 2020
1,463
270
83
Somewhere
Right now when you open Nodestones in AriesMS you are not guarenteed to get a Node (Boost or Skill) relevant to your job, like in GMS.
More often than not you get nodes for random classes, that you can never use and are forced to disassemble.

Having changed my main/class many times and maxing my nodes on each character, I felt that the ratio of nodes you get that are actually useable to your class is abysmal.
I've collected some nodestone data when I switched from DB to Shadower, because I didn't want to open a suggestion based on a feeling.

Here are my findings:
NOTE: My samplesize is 2030 opened Nodestones, since that was the amount I needed to max all of my skills.

When you look at only class specific boost and/or skill nodes, you get nodes for your class at a rate of 33.9%!
gpfjROI.jpeg

If you look at all useable Nodes, you're looking at a rate of 40.8% nodes.
"Useable" meaning any node that can be equipped/used without needing to disassemble it.
Wb51Dc3.jpeg

Although this may not be as interesting as the other 2 charts, here is what the distribution of nodes looks like on a "by type" or "by class group/type" basis.
2O0aFcN.jpeg

If you want to look at the raw data and the interactive charts, use the following link:

I believe we should get rid of the system that gives you random nodes completely or atleast raise the ratio of useable nodes to 75% or higher.

Getting useless nodes (especially when nodestone prices go up again) is highly discouraging towards newer players progressions.

Note: I'm tired af, so please excuse any weird sentences. My brain is mush rn.

Accepted.

Since the August 7, 2021 update, Nodestones have a higher chance of giving your job specific skill when opening them.
 
Status
Not open for further replies.