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I had a thought that I can't quite organize completely but here are some pieces that seem to fit together and I'm going to try to test.
1. Most RNG and pseudo-RNG's i've seen are seeded by timestamps as this is a constantly changing and for the most part non repeatable value.
2. Mob objects become containers at the time of their death and their loot (i believe) has been confirmed to be determined at the time it is opened.
3. There seems to be a hard coded time frame between the time a mob is killed and the time the mob disappears, a looting time window if you will.
4. Boxes seems to share the mob property listed in 2, but do not share the property listed in 3.
Two tests to consider.
a. Kill a mob - begin stopwatch or timer
b. Wait for the mob corpse to disapear - stop stopwatch or timer
c. Open a fishing box but do not loot
d. Close the loot window of the fishing box
e. Wait the amount of time passed between steps 1 and 2.
f. Re-open the fishing box and note the loot
Repeat for 10 iterations
Two tests to consider.
a. Kill a mob
b. Open the loot window but do not loot- begin stopwatch or timer
c. Close the loot window
d. Wait for the mob corpse to disapear - stop stopwatch or timer
e. Open a fishing box but do not loot
f. Close the loot window of the fishing box
g. Wait the amount of time passed between steps 1 and 2.
h. Re-open the fishing box and note the loot
Repeat for 10 iterations
The thought process being that Blizzard designed their corpse cleanup function in order to prevent players from exploiting the re-seed of the RNG which determines loot. Especially so for bosses which have a condensed looting table, if there was not something to remove the container (corpse) before the re-seed, you could pick and chose the blue items from the condensed loot table given enough time.
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