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Fe Reggie

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Fe Reggie last won the day on July 16

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  1. Drop rates explained

    Hello. As often being asked about drop rates and the way it works, it is the simplest thing to explain, however, sometimes it might be a struggle to understand and I believe having the below explanation may clear out things for everyone. Note: The drop rates (% or 1:x) are not officially posted and only estimated, or given their difficult lootation rate (I.E Ultra Rare Drop). Note: The drop rates are known as of Out of chance (I.E 1:512) Note: The Drop rate bonus of yours can be found on the ::mydroprate interface. Note: This isn't a guide of the mechanics of the system - It explains how the system picks a loot. Table of Contest: 1:x (I.E 1:100) = "Out of" - This is how the guide will refer to the given calculation x% (I.E 5%) = "Percentage" - This is how the guide will refer to the given calculation So before we start off, you should know that Out of is the same as Percentage, and it can be swapped by the following simple math: Now that we pretty much know the very basic calculation, we can move onto explaining the actual system. Every drop has a drop rate. Some drops are guaranteed upon killing a mob (I.E Bones) which has a 100% (1:1) chance of dropping. Some drops such as key fragments are calculated differently with different factors HOWEVER your drop rate bonus factor DOES effect and may improve the chance of obtaining it. How does the system picks a loot? For this example, we are going to have an item with a drop rate of 1% (1:100) that is obtained from the Lucky Knight (it does not really exist). Note: My Drop rate bonus factor: 25.00% Note: Lucky teddy - Drop rate: 1% (1:100). (not real drop rate just an example) Upon killing the Lucky Knight, the system will calculate and modify the final drop rate occurring your Drop rate bonus factor, the way it works follows this simple math calculation: "Out of" * ((100 - My Drop rate bonus factor) / 100) = Final Drop rate So in our example: 100 * ((100 - 25) / 100) = Final Drop rate 100 * 0.75 = Final Drop rate = 75 Hence, the final drop rate would be 1:75 But okay Reggie, now that we know how the drop rate is calculated, how does the system works like? So basically, the chance for getting this drop is as simple as it sounds, 1 out of 75. To show you guys a more dynamic and friendly way of how it works, imagine we have a box of balls: * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * As you can see, there are 75 balls overall. 1 of them being a Green ball, which is the one that if we pulled out of this box, that means we will get this drop. The rest are 74 Blue balls, which basically represents any other drop such a common or uncommon. Just imagine this as in a real situation: you have the same chance to pull the Green ball as you would with any other of the balls. So sometimes you could pull it on the first try, the other time it could take you many more times. Something that needs to be cleared out because people have a miss understanding there: Lets stay on the same example with the balls; How it works is that we pull a ball, if its green we won, if not, we put it back there (so there are still 75 balls) With that being said, that means that when you kill a mob you will roll a 1:75 chance to obtain the Lucky teddy loot. The chance does not change every kill you have, so it always stays at 1:75. People been thinking that you are guaranteed to receive a drop every 75 kills, however, it is not how it works. it would work if we did not put back the balls in the box. So there you go guys, now you hopefully have a better understanding of this friendly and simple guide. Hope you will find it useful.
  2. Very nice update Sat and team! Looks great!
  3. Staff Feedback

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