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.
See also
No related help files