Cant find the momentum for almost 5 months

cant find the momentum… for almost 5 months im searching for it … whats wrong with servers random loot drops? its insain… can be 72h alone in server looking for it and no where i can find it…

Yeah, I can’t get hold of one in my singleplayer game either. (Almost every mace I’ve got has been either lovetap or coup de grace, and I’ve not got many of them - maces just seem to be really rare for me right now).

Well, just to be sure… You are farming skeleton keys and opening the legendary chests that are in dungeons, vaults and around the Siptah tower entrance?

It can also be gotten from T4 surges as a random drop.

Any chance it’s a mod issue? I can say I’m finding them at about the usual pace on official servers. Actually got a bit lucky and have two on a character that’s only a few days old.

For me it’s just an RNG issue (not running any mods). (Once, early on in this playthrough I went to a dungeon and didn’t have enough keys, so now I’m currently carrying 24 skeleton keys, lol.)

I’ve always found in every playthrough that there are some legendaries that just seem more rare than usual. I used to never get Musashi’s Black Blade, this time I have one but no Momentum or Quake (or pretty much any maces…). I’m not too worried - I’ll get one eventually, or I won’t, it’s all just luck of the draw.

I figure the chances are the same as they always are, just sometimes RNG bites back, lol.

RNG in this case, is just that … random. There is no way to predict a possible outcome other than a lucky guess.

Some things can be obtained from the most odd and/or unusual places and not always skeleton key chests.

So, you have to rule out any consistency in predictions.

It’s so random, it’s nuts.

Here is one example: I went through Jhil’s caverns (along the Scar Talon Ridgeline) to seek a specific chest from which one time, I found Musashi’s Black Blade. Twice since then, I’ve been rewarded with Lovetap. (oh thrill).

However, down below while going through the bosses (and getting black blood in the process), I was shocked to find “Act of Violence” on two different bosses. I doubt this will happen again.

They definitely still drop, this is from an official server we played on for i think 4 weeks.
Tell us what server you are on, maybe we are there too?

Yes! We can definitely give you one if you want one :). (if we are there)

To spread a conspiracy theory/superstition:

When opening treasure key chests, wait some seconds between opening them.

Why have I fallen to this superstition?
I have doubts about the RNG process to determine which weapon you get. I got identical weapons too often for it to feel comfortable. Is the RNG just a clock? Is it running fast enough?

Why is this a superstition?
Because it very likely is. Our brain is designed to find patterns and draw conclusion just like the one mentioned, and it reacts to RNG patterns just like that: by seeing patterns where there is none, because there’s no RNG in nature and we therefore didn’t evolve to deal with RNGs.

Why do I still share this stupid idea?
Superstitions give comfort. Irrational as we are, clinging to superstitions can help to feel less subjected to an uncaring, merciless universe, I mean: RNG.
It’s just like with Covid, rising prices or not getting a great spouse: Blame some unconnected issue, e. g. immigration, and it feels a tiny little bit your fault or just plain bad luck.

What to do instead?
I also recommend doing surges, though, e. g. the Aquilonian Army one. You get a lot of weapons in one run there, and I think (!) it’s more melee weapons - never got a ranged weapon there iirc. If so, that eliminates a large portion of the RNG pool.

Not in Unreal Engine 5. After it gets an initialization seed, it increments by itself each time it is called, it is not time-based.

It takes more effort to program a pity system or weighted loot table than just making it actually random. So if you find yourself asking, “is it possible they decided to make this system less than random?” follow that up with, “why would they put in the extra effort to do so?” If there is no good reason to spend more time implementing a less random system, then they almost certainly didn’t.

The odds of getting a Momentum from any one chest is 2.08%. You will need an average of 48 keys per Momentum, but RNG is cruel, and the gambler’s fallacy will not improve your odds no matter how many keys you throw at it.

The only “sain” reason you cannot find it is because you’re searching for it . So the only way to get it is to stop looking for it !

honestly I didn’t think much of it first but after looking a little more into it , @Khaletohep might hit closer to reality as you think :

it would be correct about the server tick and timestamp being the culprit.

we have to ask why opening chests too quickly back-to-back causes duplicate weapons ?

as the server ticks what helps games like Conan exiles to not process data continuously.

Everything that happens within that twetieth of a second window, like moving / taking damage or opening a chest, is grouped together and processed as a single event each tick.

time base RNG seed is something that exist indeed because pseudo-random number generators require a seed value to start their mathematical formula. Multiplayer game code, may have a seed based on a time-stamp that is often updated exactly once per server ticks

then If you open Chest A and Chest B so quickly that both actions land inside the exact same server tick, the server evaluates both requests using the exact same timestamp.

and so because the starting mathematical seed is identical for both actions within the same tick, the RNG formula calculates the exact same result twice resulting in you getting two identical legendary items.

this is even more prevalent in games like conan exiles on official servers because to keep the server running smoothly without lagging, the game engine likes to process “loot generation” in batches.

So If a player interacts with multiple chests simultaneously or right after one another during a brief window of server desync (lag), the server grabs the current index value of the loot table and applies it to every open request in that batch.

in massive survival games like Conan exiles where the server is already struggling to track thousands of building pieces, thralls, and monsters, the RNG could sometimes experience a hiccup ( server lag ) where it doesn’t advance fast enough between rapid player interactions.

Not in Unreal Engine 5. After it gets an initialization seed, it increments by itself each time it is called, it is not time-based.

I do understand that Conan has changed in enhanced mode but g portal isn’t. I do remember some of my characters in different servers dealing with unusual issues. For example in a particular server in the past i rarely find the werehyena boss on Den and when i did, the inventory was constantly empty.

I don’t know your terms, “seed time based whatever” , all i know is that when a player like @Alex23 with such experience in the game, gets to the point to say something like it, this thing needs investigation.

I believe that RNG is placed to give the satisfaction that lucky games are giving to players. When RNG is working aggressively against fun, or if this is not the case and it’s something else, Funcom or Inflexion should act with g portal to solve these issues.

Gaming fun should be the highest target always!

To handle items with different rarities (e.g., 70% Common, 25% Rare, 5% Legendary), Conan Exiles use a weighted distribution loop.

Instead of rolling a random number for every single item, the game calculates a total weight, rolls one number, and steps through the list.

so chest interacted → calculate the total weight ( 70 + 25 + 5 = 100 ) → random interger in range ( rolls a number between 1 and 100 ) → for each loop ( loot table array ) → is roll <= current item’s weight ? → yes : grant item and break loop / → no : subtract item’s weight from roll and move to next item.

If you look at this inside Unreal Engine’s visual scripting, the logic follows this exact code path:

the data table : a spreadsheet containing rows of items. Each row has an item name and a weight integer.

the roll : the engine calls a random integer in range node. The Min is 1, and the Max is the total weight of the table.

the loop : for each loop with break nodes iterates through the items, deducting weights until the random number hits zero or less, selecting the winning item.

Now, let’s look at why this Blueprint system breaks and causes identical drops when a player opens two chests back-to-back during a lag spike or server frame drop.

In Blueprints, the random integer in range node relies on the global Fmath: :Randrange() C++ function. By default, this function pulls from a standard pseudo-random number generator algorithm.

To generate a new number every time it is called, the algorithm updates its internal math based on the current system time / engine tick.

When a server is running smoothly at 30 ticks per second, each tick lasts about 33 milliseconds. If you open two chests, they happen on different ticks, getting different timestamps, and yielding different random rolls.

However, during a Server Hiccup (caused by a heavy asset loading, a player building a massive base nearby, or network desync), the server freezes for a split second. so a timeline would be :

0 ms , opens chest A ( player action ) , processing tick # 1 ( server state ) , seed is locked to tick 1 ( rng seed state ) and game rolls a 42 → sword of Crom ( result ) !!

10 ms , opens chest B (player action) , server freezes/lag spike ( server state ) , seed is still locked to tick 1 ( rng seed state ) and request is queued ( result )

200ms , lag ends ( no additional player action ) , processing tick 1 delayed ( server state ) , seed is still locked to tick 1 ( rng seed state ) and game processes queued chest B , because the seed hasn’t advanced to tick 2 yet, the rng rolls 42 again and gives you sword of crom ( result )

so because the server choked, both chest interactions were packed into the same execution frame

When Chest B called the Blueprint random integer node, the engine looked at the clock, saw the exact time value as Chest A because the frame hadn’t finished and moved forward yet, and ran the identical math equation. The weighted loop received the exact same random integer, walked down the exact same spreadsheet rows, and handed the player the exact same duplicate item.

Unreal Engine 5’s RNG does not reseed from the system clock on every call. Once an RNG has been initialized, successive calls advance its internal state, independently of whether the calls occur in the same frame or different frames.

im on aficials.. no mods.. yeah you got lucky :slight_smile:

lolol you getting envy from me XD

thats a nice point of view.. gives some confort XD

thats a good thinking XD

true :slight_smile: thanks :slight_smile: