Loot Drop Rolls: Difference between revisions
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Maximum Joe (talk | contribs) |
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|Drop Roll || 10% || | |Drop Roll || 10% || | ||
*Scavenger [[ | *Scavenger [[training]] (up to 1.25x) | ||
*Monster's [[Monster_Lab#Monster_Stats_.26_Power_Level|Power Level]] | *Monster's [[Monster_Lab#Monster_Stats_.26_Power_Level|Power Level]] bonus ((PL - 500) / 50); capped at 15%) | ||
*[[Arena]] | *[[Arena]] clear / [[Random Encounter]] bonus | ||
*One additional roll for [[crystals]] in [[Grindfest]] (forward to C.Type Roll) | *One additional roll for [[crystals]] in [[Grindfest]] (forward to C.Type Roll) | ||
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|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 | |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]] | |Tier Roll || Every [[quality]] rank has a specific base Rarity Chance || | ||
*Peerless | *Peerless = 25% base chance | ||
*Average = 2%? base chance | *Average = 2%? base chance | ||
* | *Fair/Crude = 0% chance | ||
*Armor Only: Rarity Chance is multiplied directly by Luck of the Draw [[ | *Armor Only: Rarity Chance is multiplied directly by Luck of the Draw [[training]] (up to +25%) | ||
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|[[Suffix]] Roll || None || | |[[Suffix]] Roll || None || | ||
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*Phase has ~3.5% chance of having 0 | *Phase has ~3.5% chance of having 0 | ||
*Staffs have 5% or 6.25% chance of having 0, depending on the type | *Staffs have 5% or 6.25% chance of having 0, depending on the type | ||
*At Legendary [[quality]] will have | *At Legendary/Peerless [[quality]] will always have 3 (if 3 are possible) | ||
*Suffixes may add additional PABs | *Suffixes may add additional PABs (e.g. Arcanist) | ||
|- | |- | ||
|[[Prefix]] Roll || Pre-determined, requires "Superior" or higher || See [[Equipment Prefixes#Chances]] | |[[Prefix]] Roll || Pre-determined, requires "Superior" or higher || See [[Equipment Prefixes#Chances]] | ||
|- | |- | ||
|[[Artifact]] Roll || 0.1% || Archaeologist [[ | |[[Artifact]] Roll || 0.1% || Archaeologist [[training]] (up to 2x) | ||
|- | |- | ||
|[[Collectable]] Roll || | |[[Collectable]] Roll || 1%? || N/A | ||
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|[[Token]] Roll || 0.2% || | |[[Token]] Roll || 0.2% || | ||
*Does not involve [[Soul Fragment]]s which are solely from [[Random Encounter]]s | *Does not involve [[Soul Fragment]]s which are solely from [[Random Encounter]]s | ||
*[[Arena]] Challenge / [[Ring of Blood]] | *[[Arena]] Challenge / [[Ring of Blood]] clear bonus (15-25%?) | ||
*Tokenizer [[ | *Tokenizer [[hath perks]] (up to 4x) | ||
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|T.Type Roll || 20% / 80% <br>(Blood / Chaos) || Tokenizer [[ | |T.Type Roll || 20% / 80% <br>(Blood / Chaos) || Tokenizer [[hath perks]] (increases Chaos by up to 10%?) | ||
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|I.Type Roll || 35% / 35% / 10% / 10% / 4% / 4% / 2% <br>(Restoratives / [[Crystals]] / [[Scrolls]] / [[Food]] / [[Infusions]] / [[Shards]] / [[Special Items]]) || | |I.Type Roll || 35% / 35% / 10% / 10% / 4% / 4% / 2% <br>(Restoratives / [[Crystals]] / [[Scrolls]] / [[Food]] / [[Infusions]] / [[Shards]] / [[Special Items]]) || | ||
Luck of the Draw [[ | Luck of the Draw [[training]] (up to +25% towards rarer [[item]]s) | ||
|- | |- | ||
|R.Quality Roll || 19% / 79% / 2% <br>(Draught / Potion / Elixir) || Luck of the Draw [[ | |R.Quality Roll || 19% / 79% / 2% <br>(Draught / Potion / Elixir) || Luck of the Draw [[training]] (up to +25%) | ||
|- | |- | ||
|C.Type Roll || Equal || N/A | |C.Type Roll || Equal || N/A | ||
|- | |- | ||
|Multiplier | |C.Multiplier || 1x || | ||
*[[Difficulty]] (up to 3x) | *[[Difficulty]] (up to 3x) | ||
*Crystarium [[Hath Perks]] (up to 5x) | *Crystarium [[Hath Perks]] (up to 5x) | ||
*[[Grindfest]] | *[[Grindfest]] round bonus (up to 3x) | ||
<!-- | <!-- | ||
|- | |- | ||
|F.Quality Roll || 90/5/5? || | |F.Quality Roll || 90/5/5? || | ||
*[[Difficulty]] (up to 5x better for T2/T3) | *[[Difficulty]] (up to 5x better for T2/T3) | ||
*Happy Pills are not affected by anything | *Happy Pills are not affected by anything --> | ||
|} | |} | ||
Revision as of 15:29, 22 May 2015
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

| Roll | Base | Affected By |
|---|---|---|
| Drop Roll | 10% |
|
| Equipment Roll | 4% |
|
| E.Quality Roll | 0 |
|
| 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 |
|
| Suffix Roll | None |
|
| PAB Rolls | 0 | Quality and Tier
|
| Prefix Roll | Pre-determined, requires "Superior" or higher | See Equipment Prefixes#Chances |
| Artifact Roll | 0.1% | Archaeologist training (up to 2x) |
| Collectable Roll | 1%? | N/A |
| Token Roll | 0.2% |
|
| T.Type Roll | 20% / 80% (Blood / Chaos) |
Tokenizer hath perks (increases Chaos by up to 10%?) |
| I.Type Roll | 35% / 35% / 10% / 10% / 4% / 4% / 2% (Restoratives / Crystals / Scrolls / Food / Infusions / Shards / Special Items) |
|
| R.Quality Roll | 19% / 79% / 2% (Draught / Potion / Elixir) |
Luck of the Draw training (up to +25%) |
| 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 9 stamina or less.
Limits
Playing a large number of rounds at lower difficulties in any battle mode reduces the drop rate from monsters for a period of time. This begins after 1,000 rounds and reaches maximum effect after 2,000 rounds. The reduction caps at 75% for Normal, 50% for Hard, and 25% for Nightmare. This applies to ALL drops besides Arena/Ring of Blood clear bonus drops. The round counter cools down at a rate of 1 per minute (out of combat only).
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 12.5%.[1] Thus Scavenger increases a player's chance of getting both equipment and artifacts because there will be more rolls occurring after the initial loot roll, but their individual percentages will remain the same. 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 + (Base_loot_drop * Scavenger_level * 0.005)
True equipment drop chance can be determined by the following formula (Base_equipment_drop = 0.04):
Equipment_drop = Loot_drop * (Base_equipment_drop + (Base_equipment_drop * Quartermaster_level * 0.05)
True artifact drop chance can be determined by the following formula (Base_artifact_drop = 0.001):
Artifact_drop = (Loot_drop - Equipment_drop) * (Base_artifact_drop + (Base_artifact_drop * 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).