Loot Drop Rolls: Difference between revisions

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These are the drop formulas for the [[HentaiVerse]]. All drops go through several rolls to determine what the player will receive.
These are the drop formulas for the [[HentaiVerse]]. All drops go through several rolls to determine what the player will receive.


'''Note that these numbers are estimates and may be outdated.'''
==Loot Rolls==
[[Image:Drop Rolls.png|border|left]]
<br>
{|class="wikitable" width="100%"
!Roll
!width="250px"|Base
!Affected By
|-
|Drop Roll || 10% ||
*Scavenger [[training]] (up to +5%)
*Monster's [[Monster_Lab#Monster_Stats_.26_Power_Level|Power Level]] bonus ((PL - 500) / 50); capped at +15%)
*[[Arena]] clear / [[Random Encounter]] bonus
*One additional roll for [[crystals]] in [[Grindfest]] (forward to C.Type Roll)
|-
|[[Equipment]] Roll || 2.5% ||
*Quartermaster [[Training]] (up to 2x)
*Guaranteed for [[Arena]] clear
*Guaranteed for [[Ring of Blood]] clear
*'''Will auto-fail if [[HentaiVerse_Bugs_%26_Errors#Combat|1,000 equipment pieces are owned]]'''
|-
|E.Quality Roll || 0 ||
*[[Difficulty]]
**Nintendo and above have 0% chance for Fair/Crude
**Nightmare and below have 0% chance for Legendary/Peerless
***[[Arena]] clears have a ''very'' low chance for Legendary even on Normal
*[[Arena]] and [[Ring of Blood]] clear bonus
**Equal to a T1 [[trophy]] on Endgame challenge and below. Becomes T2+ with any higher challenge on Nightmare [[difficulty]] or higher. Longest Journey and above get +1 tier at Nightmare and above, and the three (?) highest arenas get an additional +1 tier at IWBTH/PFUDOR. A Dance with Dragons on PFUDOR is T7, Post Game Content is two T7s, and Secret Pony Level is three T7s.
 
*[[Trophies]] are pre-determined based on trophy tier and are '''not''' affected by anything else
**All trophies have 0.0001% chance for Peerless
**T6 estimated rates:
***Legendary = 2%<sup>[https://forums.e-hentai.org/index.php?s=&showtopic=182130&view=findpost&p=4126928]</sup>
***Magnificent = 20%
***Exquisite = 78%
|-
|Slot Roll || Weighted: 9 / 3 / 3 / 3 / 15 / 15 / 15 <br>(1H / 2H / Staff / Shield / Cloth / Light / Heavy) || N/A; [[Trophies]] allow for manual selection
|-
|Tier Roll || Every [[quality]] rank has a specific base Rarity Chance ||
Probabilities to get a rare equipment (Force Shield, Phase clothes, Shade armor, Power armor) over a non-rare:
*Peerless = >25% base chance
*Average = 2%? base chance
*Fair/Crude = 0% chance
*Rarity Chance is multiplied directly by Luck of the Draw [[training]] (up to +25%)
Since there aren't any rare 1H/2H/staffs, this roll isn't done for these types of equipment.
|-
|[[Suffix]] Roll || None ||
*Limited selection based on type
*[[Quality]] must be Fair or higher; guaranteed at Superior or higher
|-
|PAB Rolls || 0 || [[Quality]] and Tier
*Certain PABs cannot be rolled depending on the slot (e.g. STR on Staffs)
*Phase has ~3.5% chance of having 0
*Staffs have 5% or 6.25% chance of having 0, depending on the type
*Maximum of 2 at Superior/Exquisite [[quality]]
*At Legendary/Peerless [[quality]] will always have 3 (4 for Light armor)
*Suffixes may add additional PABs (e.g. Arcanist)
|-
|[[Prefix]] Roll || Pre-determined, requires "Superior" or higher || See [[Equipment_Prefixes#Chances|chart]]
|-
|[[Artifact]] Roll || 0.2% ||
*Archaeologist [[training]] (up to 2x)
*[[Random Encounter]] bonus (2.5x)
|-
|[[Collectable]] Roll || 1%? || N/A
|-
|[[Token]] Roll || 0.2% ||
*Does not involve [[Soul Fragment]]s which are solely from [[Random Encounter]]s
*[[Random Encounter]] bonus (2.5x)
*[[Arena]] Challenge / [[Ring of Blood]] clear bonus (15-25%?)
*Tokenizer [[hath perks]] (up to 4x)
|-
|T.Type Roll || 20% / 80% <br>(Blood / Chaos) || Tokenizer [[hath perks]] increases relative Chaos drop rate
|-
|I.Type Roll || 35% / 35% / 10%? / 10% / 4%? / 4% / 2% <br>(Restoratives / [[Crystals]] / [[Scrolls]] / [[Food]] / [[Infusions]] / [[Shards]] / [[Special Items]]) ||N/A
|-
|R.Quality Roll || 79% / 19% / 2% <br>(Draught / Potion / Elixir) || N/A
|-
|C.Type Roll || Equal || N/A
|-
|C.Multiplier || 1x ||
*[[Difficulty]] (up to 3x)
*[[Grindfest]] round bonus (up to 3x)
**The two above cannot combined to more than 5x
*Crystarium [[Hath Perks]] (up to 10x)
<!--
|-
|F.Quality Roll || 90/5/5? ||
*[[Difficulty]] (up to 5x better for T2/T3)
*Happy Pills are not affected by anything -->
|}
 
==Occurrences==
*Loot drop rolls only occur after clearing a [[battle]] round (with the exception of power-ups, which drop immediately after defeating a monster). There is a maximum of 1 drop per defeated monster.
*Guaranteed drops occur after clearing [[Random Encounter]]s, [[Ring of Blood]], and [[Arena]] challenges in addition to the last round's normal drop chances.
*For [[trophies]], the drop is guaranteed except in the non-final rounds of the level 225+ [[Arena#Arena_Challenges|arena challenges]] where it is a static 10% chance.
*No drops occur if the player is at 0 [[stamina]].


==Loot Rolls==
===Limits===
===First Roll===
[[Grindfest]] and [[Item World]] have a fixed "rare drop" decrease modifier for [[artifact]] and [[token]] drop rates at Nightmare and lower [[difficulties]].
Determines if loot drops at all.
 
*Base chance of 5%.
==Increased Drop Chances==
*Increased by [[Training|Scavenger]], up to doubled.
Scavenger, Quartermaster, and Archaeologist [[training]] affect the base chances of drops. Base chance of getting any loot at all is 10%; maxing out Scavenger can bring this up to 15%. Scavenger increases a player's chance of getting both equipment and artifacts as there will be more rolls occurring after the initial loot roll, but their individual percentages will remain the same. Fighting more difficult monsters also gives an additional 0-15% drop rate, making the maximum drop rate 27.5% with maxed Scavenger and a monster with at least 1250PL. Additionally, because equipment rolls occur before artifact rolls, increasing Quartermaster will ''slightly'' reduce a player's chance of getting artifacts and other items.


===Second Roll===
Drop chance can be determined by the following formula (Base_loot_drop = 0.10):
Determines if it is [[Equipment]].
Loot_drop = Base_loot_drop * (1 + Scavenger_level * 0.01) + Monster_PL_bonus
*Base chance of 2%.
True equipment drop chance can be determined by the following formula (Base_equipment_drop = 0.025):
*Increased by [[Training|Quartermaster]], up to doubled.
Equipment_drop = Loot_drop * (Base_equipment_drop * (1 + Quartermaster_level * 0.05)
*''2 further rolls for determining equipment slot, type, [[Equipment_Suffixes|suffixes]], and [[quality|Quality]] (See '''Equipment Rolls''').''
True artifact drop chance can be determined by the following formula (Base_artifact_drop = 0.002):
Artifact_drop = (Loot_drop - Equipment_drop) * (Base_artifact_drop * (1 + Archaeologist_level * 0.1))
Other loot always has a 100% chance of dropping when a player rolls for a drop, and subsequent equipment and artifact rolls fail. More information about drop chances can be found [[Loot Drop Rolls|here]].


===Third Roll===
Formula for other loot:
Determines if it is an [[Items#Artifacts|Artifact]].
Other_drop = (Loot_drop - Equipment_drop - Artifact_drop) * (Base_other_drop)
*Base chance of 0.1%.
''(Base_other_drop is the numerical value for a specific item, i.e. percentage_value / 100. It is possible to also combine the base drop chances of several items to get their true combined drop chance).''
*Increased by [[Training|Archaeologist]], up to doubled.
*''1 further roll for determining which artifact it is (purely cosmetic, all are of equal value).''


===Fourth Roll===
==[[Credits]]==
Determines [[Items|Item]] type.
Credits can only drop from monsters that did not drop anything else; '''however''', the credit drop chance is static (~20%?) and is '''not''' affected by anything (e.g. increasing Scavenger does not negatively impact credit drop chance in any significant way).
*Base chances are 30% health, 30% mana, 10% spirit, 20% [[Items#Crystals|crystal]], 4% [[Items#Scrolls|scroll]], 4% [[Items#Infusions|infusion]], 1% elixir, 1% [[Items#Special Items|special item]].
*Loot Quality Bonuses increase the chances for elixirs, rarer scrolls and infusions, and special items.


===Fifth Roll===
==Events==
Determines [[Quality]].
*Easter events strictly use [[difficulty]] as the only modifier for event item drop chance.
*Modified by all Loot Quality Bonuses ([[difficulty|Difficulty]], Monster Stat Bonus, [[Battles#Battle_Modes|Battle Mode]], etc.)
*Increased by [[Training#Luck of the Draw|Luck of the Draw]], up to 25%.


==Equipment Rolls==
==Trivia==
*There are two separate rolls to generate an equipment.
On generating [[equipment]] with the same stats:
** The first roll determines equipment type.
<div>
** The second roll determines "tier" of equipment.
  <blockquote cite="https://forums.e-hentai.org/index.php?s=&showtopic=29703&view=findpost&p=6642099" style="margin: 20px 0 5px; padding-left: 20px; border-left: 5px solid #808080;">
*The base chances for Magnificent and Legendary [[quality]] are 0.0005% and 0.000025% respectively.
    <p>
*If a [[Weapons|weapon]] of Fine or greater [[quality]] is rolled, there is a chance for it to also be [[Equipment#Ethereal|Ethereal]].
      So the reason the RNGoddess was originally named "Snowflake" is that the equips were supposed to be more or less unique, since the RNG can have 2^32 possible seeds. But due to the birthday paradox, there will inevitably be collisions of sorts when enough equips have been generated.


==Occurrences==
      With the same parameters, the odds of getting the same seed twice at least one time is about 50% with 80000 runs.
*Loot drop rolls only occur after clearing a [[battle]] round (with the exception of power-ups, which drop immediately after defeating a monster).  
    </p>
*Guaranteed drops occur after clearing [[Random Encounter]]s and [[Arena]] challenges in addition to the last round's normal drop chances.
  </blockquote>
  <p>—Tenboro [https://forums.e-hentai.org/index.php?s=&showtopic=29703&view=findpost&p=6642099]</p>
</div>


==See also==
==See also==

Latest revision as of 20:32, 28 February 2025

These are the drop formulas for the HentaiVerse. All drops go through several rolls to determine what the player will receive.

Loot Rolls


Roll Base Affected By
Drop Roll 10%
Equipment Roll 2.5%
E.Quality Roll 0
  • Difficulty
    • Nintendo and above have 0% chance for Fair/Crude
    • Nightmare and below have 0% chance for Legendary/Peerless
      • Arena clears have a very low chance for Legendary even on Normal
  • Arena and Ring of Blood clear bonus
    • Equal to a T1 trophy on Endgame challenge and below. Becomes T2+ with any higher challenge on Nightmare difficulty or higher. Longest Journey and above get +1 tier at Nightmare and above, and the three (?) highest arenas get an additional +1 tier at IWBTH/PFUDOR. A Dance with Dragons on PFUDOR is T7, Post Game Content is two T7s, and Secret Pony Level is three T7s.
  • Trophies are pre-determined based on trophy tier and are not affected by anything else
    • All trophies have 0.0001% chance for Peerless
    • T6 estimated rates:
      • Legendary = 2%[1]
      • Magnificent = 20%
      • Exquisite = 78%
Slot Roll Weighted: 9 / 3 / 3 / 3 / 15 / 15 / 15
(1H / 2H / Staff / Shield / Cloth / Light / Heavy)
N/A; Trophies allow for manual selection
Tier Roll Every quality rank has a specific base Rarity Chance

Probabilities to get a rare equipment (Force Shield, Phase clothes, Shade armor, Power armor) over a non-rare:

  • Peerless = >25% base chance
  • Average = 2%? base chance
  • Fair/Crude = 0% chance
  • Rarity Chance is multiplied directly by Luck of the Draw training (up to +25%)

Since there aren't any rare 1H/2H/staffs, this roll isn't done for these types of equipment.

Suffix Roll None
  • Limited selection based on type
  • Quality must be Fair or higher; guaranteed at Superior or higher
PAB Rolls 0 Quality and Tier
  • Certain PABs cannot be rolled depending on the slot (e.g. STR on Staffs)
  • Phase has ~3.5% chance of having 0
  • Staffs have 5% or 6.25% chance of having 0, depending on the type
  • Maximum of 2 at Superior/Exquisite quality
  • At Legendary/Peerless quality will always have 3 (4 for Light armor)
  • Suffixes may add additional PABs (e.g. Arcanist)
Prefix Roll Pre-determined, requires "Superior" or higher See chart
Artifact Roll 0.2%
Collectable Roll 1%? N/A
Token Roll 0.2%
T.Type Roll 20% / 80%
(Blood / Chaos)
Tokenizer hath perks increases relative Chaos drop rate
I.Type Roll 35% / 35% / 10%? / 10% / 4%? / 4% / 2%
(Restoratives / Crystals / Scrolls / Food / Infusions / Shards / Special Items)
N/A
R.Quality Roll 79% / 19% / 2%
(Draught / Potion / Elixir)
N/A
C.Type Roll Equal N/A
C.Multiplier 1x

Occurrences

  • Loot drop rolls only occur after clearing a battle round (with the exception of power-ups, which drop immediately after defeating a monster). There is a maximum of 1 drop per defeated monster.
  • Guaranteed drops occur after clearing Random Encounters, Ring of Blood, and Arena challenges in addition to the last round's normal drop chances.
  • For trophies, the drop is guaranteed except in the non-final rounds of the level 225+ arena challenges where it is a static 10% chance.
  • No drops occur if the player is at 0 stamina.

Limits

Grindfest and Item World have a fixed "rare drop" decrease modifier for artifact and token drop rates at Nightmare and lower difficulties.

Increased Drop Chances

Scavenger, Quartermaster, and Archaeologist training affect the base chances of drops. Base chance of getting any loot at all is 10%; maxing out Scavenger can bring this up to 15%. Scavenger increases a player's chance of getting both equipment and artifacts as there will be more rolls occurring after the initial loot roll, but their individual percentages will remain the same. Fighting more difficult monsters also gives an additional 0-15% drop rate, making the maximum drop rate 27.5% with maxed Scavenger and a monster with at least 1250PL. Additionally, because equipment rolls occur before artifact rolls, increasing Quartermaster will slightly reduce a player's chance of getting artifacts and other items.

Drop chance can be determined by the following formula (Base_loot_drop = 0.10):

Loot_drop = Base_loot_drop * (1 + Scavenger_level * 0.01) + Monster_PL_bonus

True equipment drop chance can be determined by the following formula (Base_equipment_drop = 0.025):

Equipment_drop = Loot_drop * (Base_equipment_drop * (1 + Quartermaster_level * 0.05)

True artifact drop chance can be determined by the following formula (Base_artifact_drop = 0.002):

Artifact_drop = (Loot_drop - Equipment_drop) * (Base_artifact_drop * (1 + Archaeologist_level * 0.1))

Other loot always has a 100% chance of dropping when a player rolls for a drop, and subsequent equipment and artifact rolls fail. More information about drop chances can be found here.

Formula for other loot:

Other_drop = (Loot_drop - Equipment_drop - Artifact_drop) * (Base_other_drop)

(Base_other_drop is the numerical value for a specific item, i.e. percentage_value / 100. It is possible to also combine the base drop chances of several items to get their true combined drop chance).

Credits

Credits can only drop from monsters that did not drop anything else; however, the credit drop chance is static (~20%?) and is not affected by anything (e.g. increasing Scavenger does not negatively impact credit drop chance in any significant way).

Events

  • Easter events strictly use difficulty as the only modifier for event item drop chance.

Trivia

On generating equipment with the same stats:

So the reason the RNGoddess was originally named "Snowflake" is that the equips were supposed to be more or less unique, since the RNG can have 2^32 possible seeds. But due to the birthday paradox, there will inevitably be collisions of sorts when enough equips have been generated. With the same parameters, the odds of getting the same seed twice at least one time is about 50% with 80000 runs.

—Tenboro [2]

See also

HentaiVerse Navigation
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Levels Experience PointsLeveling UpRanksLevel and Rank Table
Info. Action SpeedOverchargeProficienciesStamina
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Equipment Equipment BasicsDetailed Equip CharacteristicsWeapon ProcsStatsBurdenInterferenceEquipment RangesLevel Scaling
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