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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!
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.
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