momo61 wrote:i dont get it why its complicated.
I mean we got: minimum and maximum drop values.
simple as that

I recently brought this issue up in another community.
The current drop/modification system IS retarded.
RateDropItems should only affect chance and chance should never exceed 100%.
Items that share the same category SHOULD be called randomly (something akin to what I've done with my champ drops: int itemid = Config.L2JMOD_CHAMPION_REWARD_LIST.get(Rnd.get(Config.L2JMOD_CHAMPION_REWARD_LIST.size())); ). So that no one item has precedence over any other, even if RateDropItems is set high enough to where multiple items in a category are at 100% each.
If they wanted to alter the AMOUNT OF ITEMS dropped, they should've added an appropriate config named something like RateDropItemCount. That way if you had an item that was set to drop 2-5 of itself total (min and max amounts in droplist), and you have RateDropItemCount = 2, then it would be 4-10.
That's logical. Rate would handle chance, chance would never exceed 100% no matter how high the modifier, and ItemCount would handle item count.
BUT... everyone is used to how it is now and no one wants to fix it.
Don't worry though, you're not the only one who thinks the current implementation is a bit... well... you know.