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		<title>gww&gt;Dmitri: Changed archive link to a source with the missing images for &quot;Drop Rates SoJ vs. SV&quot; Guru article</title>
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		<summary type="html">&lt;p&gt;Changed archive link to a source with the missing images for &amp;quot;Drop Rates SoJ vs. SV&amp;quot; Guru article&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Anti-farm code]] is the part of Guild Wars software used to reduce the benefits of repeatedly [[farming]] a single location, quest, or other objective. [[ANet]] has published few details about how it works; what little players know is based on limited experimentation and speculation.&lt;br /&gt;
&lt;br /&gt;
== Official facts ==&lt;br /&gt;
Since the [[Developer_Updates/20070420|first implementation]]:&lt;br /&gt;
* Farming alone will yield fewer total items than farming with a full [[party]], though more items per individual [[character]].&lt;br /&gt;
* The following are affected by loot scaling:&lt;br /&gt;
** [[Item rarity|Common]] (white) items&lt;br /&gt;
** Gold&lt;br /&gt;
* Certain items are not affected:&lt;br /&gt;
** [[Skill tome]]s&lt;br /&gt;
** [[Scroll]]s&lt;br /&gt;
** [[Dye]]&lt;br /&gt;
** [[Rare crafting material|Rare material]]s, such as [[Glob of Ectoplasm|Ectoplasm]]&lt;br /&gt;
** [[Gemstone]]s from the [[Domain of Anguish]]&lt;br /&gt;
** All [[Item rarity|rare]] (gold colored) items&lt;br /&gt;
** All [[unique]] (green) items&lt;br /&gt;
** [[Special event]] items&lt;br /&gt;
* Repeated map entry does not reduce loot ([[Game_updates/20070419#Miscellaneous|source]]).&lt;br /&gt;
&lt;br /&gt;
== Player tests ==&lt;br /&gt;
&lt;br /&gt;
; Accepted&lt;br /&gt;
''These theories have been repeatedly tested by multiple players performing a variety of tests under a variety of conditions.''&lt;br /&gt;
&lt;br /&gt;
* The drop rate from the first foes killed in the area is less than normal; after several kills, the rate returns to normal.&lt;br /&gt;
** Some believe that the governing factor is time; some believe it is both time and number of kills.&lt;br /&gt;
** Player researchers speculate that this was implemented to limit [[boss]] farming near [[outpost]]s, but it can be seen near any portal (even if there are no bosses).&lt;br /&gt;
&lt;br /&gt;
; Disputed&lt;br /&gt;
''These hypotheses have strong advocates, but others point to contradictory evidence or insufficient data.''&lt;br /&gt;
&lt;br /&gt;
* Killing too many foes too quickly results in lost drops.&lt;br /&gt;
** Advocates of this theory recommend spike over AoE damage, to limit the number of simultaneous or near-simultaneous deaths.&lt;br /&gt;
** Critics point out that not every foe drops an item and that, necessarily, some of those missing drops will occur during simultaneous kills.&lt;br /&gt;
&lt;br /&gt;
* The drops are ''seeded'' when the party enters an area.&lt;br /&gt;
** This [https://web.archive.org/web/20150424045130/http://www.guildwarsguru.com/forum/drop-rates-soj-vs-sv-t10225077.html was tested] by having multiple parties enter the same zone at the same time. Researchers counted drops and also looked at drops from specific foes. Their results flew counter to the previous hypothesis.&lt;br /&gt;
** Others have not been able to replicate these results (possibly due to the difficulty in synchronizing entry).&lt;br /&gt;
&lt;br /&gt;
* Repeated farming of the same area results in a progressive reduction of drops.&lt;br /&gt;
** Players that farm [[raptor]]s and/or [[vaettir]]s are the strongest proponents of this theory.&lt;br /&gt;
** Although there are plenty of anecdotal reports, there are very few published results that show the total drops at the beginning of a series of farming runs and the totals late in the series.&lt;br /&gt;
&lt;br /&gt;
; Speculative&lt;br /&gt;
''These hypotheses persist despite the fact that testing would take hundreds of players farming under controlled conditions for dozens of hours each. This does not make them untrue, just unconfirmable.''&lt;br /&gt;
&lt;br /&gt;
* The drop rate is affected by external factors:&lt;br /&gt;
*# Too many players farming the same area.&lt;br /&gt;
*# Time of day (e.g. peaking or hitting minimums every three hours).&lt;br /&gt;
&lt;br /&gt;
* The drop rate decreases if your character or account does a lot of farming.&lt;br /&gt;
*# This clearly affects drop rates for [[Treasure]].&lt;br /&gt;
*# This cannot be confirmed for foe drops (see above).&lt;br /&gt;
&lt;br /&gt;
== Suggestions ==&lt;br /&gt;
Using these suggestions can mitigate the effect of the anti-farm code:&lt;br /&gt;
* Avoid killing several foes at once; try to limit the usage of [[AoE]] and mass [[DoT]] skills. Make a reasonable pause between kills.&lt;br /&gt;
* When possible, try to add [[leech]]ers to a party. With proper planning of a farming route, you will get more drops while they will get points/bounties from resurrection shrines. There is controversy as to the effects (if any) of leechers on drop rates.&lt;br /&gt;
* After entering the area, avoid rushing to a foe with a valuable drop like a boss. Kill some unimportant foes to be sure that the normal drop rate is restored.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[ArenaNet:Developer updates/20070420]]&lt;br /&gt;
* [[Loot scaling]]&lt;br /&gt;
* [[Farming]]&lt;br /&gt;
&lt;br /&gt;
== External links==&lt;br /&gt;
* Loot research on Guild Wars Guru:&lt;br /&gt;
** [https://archive.guildwarslegacy.com/thread?id=10225077 &amp;quot;Drop Rates SoJ vs. SV&amp;quot; by Skinny Corpse], suggesting drops are determined by a time-based instance seed.&lt;br /&gt;
** [https://archive.guildwarslegacy.com/thread?id=10329475 &amp;quot;Drop rates - A synthesis&amp;quot; by Nechtan Thaumaturge], suggesting loot scales inversely with time between kills.&lt;br /&gt;
* Videos of different tests and analyses:&lt;br /&gt;
** [https://www.youtube.com/watch?v=GvxBBQrsaKU &amp;quot;What is the Anti-Farm Code in Guild Wars?&amp;quot; by Péter Kádár, March 31, 2026].&lt;/div&gt;</summary>
		<author><name>gww&gt;Dmitri</name></author>
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