This is Part Three in my (Almost) Everything you know about ISO is probably wrong series. This is going to be a short one. No seriously. I've been looking at the ISO economy for a while, and as part of that I took a look at the reward chests in EQ. I was going to make a table of what was in each chest, and discovered that once again, the devs hate me. The chests change contents depending on difficulty tier, and they are also apparently slightly randomized: they have a chance to drop one thing, with a chance to drop something else. I *think* I know what that is now, but the amount of data I've collected cannot account for every possible way these things could have been designed to drive me nuts. So I'm posting this in part to see if anyone wants to contradict any of this, because they have better data or have anecdotally seen other stuff happen. I'm all for someone proving me wrong if it means I don't have to record any more chest openings. Please, prove me wrong. Please?
So here is how I think it works. Every difficulty tier in EQ (and this might work differently in other content) has a chest reward table. For example, the Contender table looks like this:

I'm referring to the ISO bricks by how much ISO they have, not by tier, because who can remember tiers. Anyway, the chests then line up by star rating, so:

A chest will by default drop the reward it is lined up with, but there is a chance it will drop one reward tier higher. So a two star chest in Contender will drop ISO125, and sometimes ISO125x3. A three star chest will sometimes drop ISO125x3, and sometimes ISO525. You might think these chest rewards scale with difficulty tier. Well...

As far as I've been able to tell so far, no? It actually seems like there's only two reward tables: one for the bottom two difficulty tiers and one for the rest. Maybe they do If the probabilities change for when to get which drop? Maybe? But I haven't seen evidence of this yet. It could take months or even years to collect enough data to confirm that though. I'll probably just ask someone. But one thing I find interesting is that *if* my analysis is correct on the chest contents (I'm writing this up because as mentioned, it could take years to *prove* statistically so I'm going with what I have for now) it is also worth noting that under the current difficulty tier system all the maps are basically identical, including chest placement. So if Conqueror has a certain amount of ISO in those chests (plus or minus random variance) then Thronebreaker contains the same amount.
Now, I know that TB contains better class-based ISO in its rewards than lower tiers. But I would think that *all* ISO rewards would scale upward with higher tiers, because of the presumption of higher ISO requirements at higher tiers. But in at least this one case, it doesn't. Does it matter? Well, maybe. The total ISO in Conqueror is (if I have added them up correctly) 173 ISO3000 bricks (this assumes the lower of the two possible drops). That's 519k ISO. That's not a huge amount, but what if it was supposed to scale? Scaling half a million ISO in higher tiers would be meaningful: that's potentially millions of ISO of shortfall.
Is this "wrong." I don't know. But it is unexpected, and it *might* be one of the causes of ISO shortfall in the game. Something that should have scaled upward, but didn't. Also this is for the current EQ system. I don't have data on how it worked in the older one, which is what most of us lived under for the vast majority of the game. This could just be a new design glitch: not responsible for past problems but maybe continuing to exacerbate them.
This is not the end of my deep dive into the ISO economy, but I'm still trying to release this stuff in (relatively) bite sized pieces, and some of this stuff takes forever to collect and analyze (this is a hobby, not a job - arena is my actual job). So this is probably more of a Part three point one. And I might amend this post if I gather more data that refines or corrects those chest rewards. I also already have an idea where Part three point two is going, but I'm not sure how long it is going to take to get there. So like, subscribe, and hit the notification ... oh wait, I'm not that kind of content creator.
Here's a link to
Part One: Gold Costs to Use ISOAnd another for
Part Two: ISO Costs to Level Up (Everything)