bossloot
When you kill a mob, they may drop loot based on preset chances. Each item has
its own drop chance, from guaranteed (100%) to very rare (5% or less).
The drops can be viewed by analyzing the boss with a scouter. If using an
ENHANCED scouter you will also see the drop rates. The order of drops is
randomized for each kill. After an item drops, subsequent items have different
chances:
- Items with 100% always drop and DO NOT affect degradation
- Special items (Food, Lootboxes, Vitamins, Repairkits, Materials) always use
their base chance and do not affect other drop rates
- Regular items use a dynamic system where:
* Each successful drop reduces chance by 20%
* Each failed drop increases chance by 20%
* No item can go below 10% of its original value
* Every item maintains at least a 1% chance to drop
This system ensures variety in your loot while preventing excessive drops from
a single mob. Higher-level bosses often have better loot with improved stats.
Happy hunting!
Details:
Example:
Let's examine how loot drops might work with a boss...
Magus the Dark Prince
Magus has these possible drops:
- Dreamstone (75% chance)
- Earring of Disdain (10% chance)
- Earring of Sorrow (10% chance)
- The DreamReaper Scythe (10% chance)
- Sunshades of Zeal (5% chance)
If randomly arranged in this order:
1. Dreamstone: 75% chance - Drops
(Special item, so modifier stays at 100%)
2. Earring of Disdain: 10% chance - Does not drop
(Regular item fails, modifier increases to 120%)
3. Earring of Sorrow: 10% x 120% = 12% chance - Drops
(Regular item drops, modifier resets to 80%)
4. DreamReaper Scythe: 10% x 80% = 8% chance - Does not drop
(Failed drop, modifier increases by 20% to 100%)
5. Sunshades of Zeal: 5% x 100% = 5% chance - Drops
With repeated kills, the system balances your chances to eventually get all
possible drops. The dynamic adjustment helps prevent long streaks of bad luck
or good luck.
See also
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