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17 minutes ago, Dollypatton said:

What is DAR??

 

Drop Anything Rate. It's the first variable of the process of an Item dropping. You can see In Drop Table If you place mouse on drop rate that an Info will show the monster's DAR. It varies on all monsters.

 

Said DAR Is also affected by the amount of players Inside an Individual Drop style room, which decreases the DAR.

 

It's quite complex, but not complicated to understand. Just wish I could remember the proper topic featuring this. [Besides the news of dar system changing where quad logging on Individual dropstyle was banned :rf-13:]

(If curious ->) 

 

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Uh, so there are two rolls per enemy. The first roll encounters DAR. Which as already stated, is the rate at which a monster drops anything for you. However, the other side of that is RDR (Rare Drop Rate). Should a monster pass the DAR and fail RDR, you'll just get whatever drops. If you pass both DAR and RDR, you get whatever rare item that enemy gives. The drop table rates are not what you get given an enemy drops something. The rate you see on that table is the calculation of DAR x RDR. Noting which enemies have higher DAR rates for given hunts can help you as opposed to similar rates on another enemy that may appear the same but has a terrible DAR and sucks to hunt from without boosts.

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17 hours ago, Kotta said:

 

Drop Anything Rate. It's the first variable of the process of an Item dropping. You can see In Drop Table If you place mouse on drop rate that an Info will show the monster's DAR. It varies on all monsters.

 

Said DAR Is also affected by the amount of players Inside an Individual Drop style room, which decreases the DAR.

 

It's quite complex, but not complicated to understand. Just wish I could remember the proper topic featuring this. [Besides the news of dar system changing where quad logging on Individual dropstyle was banned :rf-13:]

(If curious ->) 

 

 

14 hours ago, Amaranthine said:

Uh, so there are two rolls per enemy. The first roll encounters DAR. Which as already stated, is the rate at which a monster drops anything for you. However, the other side of that is RDR (Rare Drop Rate). Should a monster pass the DAR and fail RDR, you'll just get whatever drops. If you pass both DAR and RDR, you get whatever rare item that enemy gives. The drop table rates are not what you get given an enemy drops something. The rate you see on that table is the calculation of DAR x RDR. Noting which enemies have higher DAR rates for given hunts can help you as opposed to similar rates on another enemy that may appear the same but has a terrible DAR and sucks to hunt from without boosts.

Thanks y'all I get it now!

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Adding another little bit to this to let you guys know how to actually calculate how a rare item drops from an enemy (Excluding PDs as those are rare rolls on tools and not an RDR check).

 

First you need to know what the DAR of an enemy is. Let's use a Sorcerer from Ep2 in Spaceship as an example. Let's pretend there's a drop from them and the drop rate for that rare item from said enemy is 1/1137. Here is how you calculate it and it's very easy to do. Assuming there is no drop boosts, you need to form a cross multiplication formula followed by a divider. Ep2 Sorcerers have a DAR (Drop Anything Rate) of 25%. You take 25% and you stick it over 100 to get 25/100. You then take the rate you see on the drop table and stick it into the denominator (Bottom value) of the second fraction which would be X/1137. X in the fraction is the RDR (Rare Drop Rate) of the enemy.

 

So you end up with: 25/100 & X/1137. Multiply 25 (Numerator) by 1137 (Denominator) and then divide by 100. Thus, you learn that a rare drop that is 1/1137 from an Ep2 Sorcerer yields a 1/4 DAR and a 1/284.25 RDR. It just happens that the rate you see on the drop table is the math of those values in calculation.

 

This concludes the PSO lesson. Good day.

Edited by Amaranthine
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Now do the 100h CVulc calc! 1/x,xxx,xxx for sure!

38 minutes ago, Amaranthine said:

Adding another little bit to this to let you guys know how to actually calculate how a rare item drops from an enemy (Excluding PDs as those are rare rolls on tools and not an RDR check).

 

First you need to know what the DAR of an enemy is. Let's use a Sorcerer from Ep2 in Spaceship as an example. Let's pretend there's a drop from them and the drop rate for that rare item from said enemy is 1/1137. Here is how you calculate it and it's very easy to do. Assuming there is no drop boosts, you need to form a cross multiplication formula followed by a divider. Ep2 Sorcerers have a DAR (Drop Anything Rate) of 25%. You take 25% and you stick it over 100 to get 25/100. You then take the rate you see on the drop table and stick it into the denominator (Bottom value) of the second fraction which would be X/1137. X in the fraction is the RDR (Rare Drop Rate) of the enemy.

 

So you end up with: 25/100 & X/1137. Multiply 25 (Numerator) by 1137 (Denominator) and then divide by 100. Thus, you learn that a rare drop that is 1/1137 from an Ep2 Sorcerer yields a 1/4 DAR and a 1/284.25 RDR. It just happens that the rate you see on the drop table is the math of those values in calculation.

 

This concludes the PSO lesson. Good day.

 

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Uhhhh, so a 100h Cvulc. Right, so this gets a lot more complicated since there are a lot more variables to work with. The first of which being that you're looking for a common so you're off the range of Pattern 5 and need to be in certain areas. Secondly, you need to be hard focusing enemies that have weapon set drops. Thirdly, you are looking at a likely mixed assortment of enemies with varying DAR. If we were to assume you were running a quest with no boosts that had nothing but Claws in it...lol. So Claws have a 30% DAR. If you were running on Purplenum, you'd get the best Mech wep rate at 13%. Then you need to have it drop with hit% which is a hairline short under 5% within three rolls which totals out to 14.2625% in Ep1 which is where you'd find Claws anyway. Three rolls for Hit% chance cuz three different % areas are available to weapons (0/0/50/50|50 for example). Assuming you land the slot for hit, you still need it to hit 90% untekk which is only available in Pattern 4 which is appicable in any section of Ruins as 1, 2 and 3 are all home to Pattern 4. 90% in the Hit% slot is a 1/10000 roll. 100h is impossible to drop as 90h is the cap. Which means the item HAS to drop as an untekked item to tekk it to 100%. The Untekk chance on weapons is best in Ruins 2 and 3 at 30% unless this server has the 82% jank. THEN there are 40 Special Attacks. You need the weapon to hit the Charge Special. 

 

With all that in mind, let's look at ALL the munbers to go through:

30% DAR on Claws to drop something provided they don't drop a tool which all enemies can. If not a tool (Mate, Fluid, etc), they have weapons as set drops.

13% for Mechgun drop on Purplenum.

14.2625% for the weapon to have Hit% on it.

0.0001% for the Hit% to be 90%.

30% for the weapon to be Untekked.

0.025% for the weapon to be a Charge Special specifically.

 

So now that we have all the numbers, let us plug all that garbage above into a multiplication string! After turning everything into proper decimal form with some rounding, we then take the answer to which we multiply by 100 to get our actual percentage.

 

Getting a 90h Charge Vulcan from a Claw on Purplenum in Ruins 2 or 3 is roughly 0.00000053% or 1/1,886,792.45 when properly reduced.

 

You had better not mistekk that Vulcan!

 

EDIT: The rate is probably higher since Claws can also drop tools and not just weps. I dunno what that rate between tools and set drops are tho so I can't add it into the rate.

Edited by Amaranthine
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