Thief

Starter Quest

None

Traits

Dual Wield Skill

Thieves now learn Dual Wield earlier in their career (rather than in the 80+ levels) and are more proficient at it.

  • DW 1 at Level 20
  • DW 2 at Level 30
  • DW 3 at Level 40
  • DW 4 at Level 50
  • DW 5 at Level 60

Abilities

Conspirator

  • CUSTOM Extended base duration from 60s to 90s.

Main Job Only

The following abilities are only available when thief is the character’s main job.

  • Conspirator
  • Larceny

Non-working Abilities / Traits

All abilities are wired up and working at this time.

How does Treasure Hunter work?

We have opted to forego the ‘proc’ system of treasure hunter, but use the original (2004-2008 era formulas) that apply treasure hunter when a player gains enmity with a target. That treasure hunter remains until the target dies or the player loses enmity (zones, dies, etc.).

Treasure Hunter can be improved passively through Traits, actively with gear, or via a combination of the two. As it relates to the calculations that follow:

  • The first piece of gear with Treasure Hunter + will act as if the player has the Treasure Hunter Trait.
  • Adding a second piece of Treasure Hunter + gear will grant the same benefits of the Treasure Hunter II trait (re-rolls, etc).
  • Subsequent gear with Treasure Hunter + will improve the overall Treasure Hunter level (drop rate), but will not unlock any additional re-roll mechanics.

Example: A BLU99/DNC99 benefiting from setting the Treasure Hunter Trait from spells (TH +1) and a Chaac Belt equipped (TH +1), will function as if they have the Treasure Hunter II trait.

The Treasure Hunter logic set is applied as follows:

Up to Treasure Hunter II, items gain additional “rolls” for a drop up to a maximum of 3 rolls.

int16 maxRolls = 1 + (m_THLvl > 2 ? 2 : m_THLvl);

Beyond Treasure Hunter II, a bonus is applied to the item drop rate.

int16 bonus = (m_THLvl > 2 ? (m_THLvl - 2) * 10 : 0);

With our drop rate multipler currently set at 2 (double), this provides the following formula for determining if a player receives a drop:

dsprand::GetRandomNumber(1000) < item.DropRate * drop_rate_multiplier + bonus)

(drop rates are out of 1000, as 125 = 12.5% and 1000 = 100.0%)

In an example where an item has a base 5% chance to drop and a target is defeated with TH12 active, the item would have three (3) rolls at a potential drop rate of 20%.

mTHLvl is set to 12 since we have Treasure Hunter 12 active, our item.DropRate is 50 for 5.0%, our drop_rate_multiplier is set to 2 for our double server bonus, and the bonus is set to 100 for 10% based on TH12 being active.

int16 maxRolls = 1 + (12 > 2 ? 2 : 12);  // maxRolls = 3 (base + 2 from TH)
int16 bonus = (12 > 2 ? (12 - 2) * 10 : 0); // bonus = 100 (or 10%)

for (int16 roll = 0; roll < maxRolls; ++roll)
{
    if (50 > 0 && rand::GetRandomNumber(0,1000) < 50 * 2 + 100)
    {
        if (AddItemToPool(item.ItemID, ++dropCount)) 
			return;
    	break;
	}
}

Words of Advice

If you’re fighting a rare mob or looking for a drop of less than 10%, maximize your treasure hunter skill. If you’re farming mobs for augments or common drops, maximize your re-roll chance with TH 2-3.

Outside of Thief’s traits, there’s ways to grant treasure hunter to all jobs:

  • The Chaac Belt grants Treasure Hunter +1.
  • The Volte Jupon Set grants Treasure Hunter +6 if you have all the pieces.
  • Setting Charged Whisker, Everyone’s Grudge, and Amorphic Spikes blue magic job traits (you need all three) grants Treasure Hunter +1.