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Drop rate issues
Posted: Thu Jul 02, 2009 1:06 pm
by momo61
Today I put in a new etcitem as a drop :
- MobID: 66631
- ItemID: 6393 (Glittering Event Medal)
- Min: 1
- Max: 1
- Drop Category: 6
- Chance: 300.000
Although, if you kill that mob, you get three copies of that item for some reason.
What could be the reason for that ?
Also, what would be the correct drop chance number to have exactly 50% drop rate ?
Re: Drop rate issues
Posted: Thu Jul 02, 2009 1:11 pm
by janiii
maybe your drop rate on server?

Re: Drop rate issues
Posted: Thu Jul 02, 2009 1:12 pm
by Bloodshed
500000 == 50%
if u have a 5x droprate on your server set to 100000 == (10% rate x5 server rate == 50%)
Re: Drop rate issues
Posted: Thu Jul 02, 2009 1:29 pm
by janiii
on a rate higher than 1x, you cannot be sure that the player will drop only 1 item even when min and max drop count is 1.
on drop rate 5x, the drop is just "dropped" 5 times. so you can drop 1-5 items.
Re: Drop rate issues
Posted: Thu Jul 02, 2009 2:14 pm
by Saso
All these people try to make it so complicated.
Just go in your rates.properties and make sure you got
Code: Select all
RateDropItems = 1RateRaidDropItems = 1
Now if that mob is a champion then you gotta go to l2jmods.properties and edit the rate of item drops of the champion drops.
Now if you got Item Drop rate = 1, then 1 000 000 = 100% chance to drop the item. So Exactly 500 000 = 50% like mentioned above.
Re: Drop rate issues
Posted: Thu Jul 02, 2009 2:32 pm
by janiii
Saso wrote:All these people try to make it so complicated.
he surelly has not a 1x rate server.. that is why we speak about the drop on a higher rate server. why should he change his server rate because of 1 item drop? he just have to understand the logic behind the drop rate when he sets its to another number than 1.
Re: Drop rate issues
Posted: Thu Jul 02, 2009 2:48 pm
by momo61
I have:
Code: Select all
RateXp = 35RateSp = 100RatePartyXp = 1.2RatePartySp = 1RateDropAdena = 200RateConsumableCost = 1RateDropItems = 5
But why would the mobs drop 3 all the time ? (never 1,2,4,5, but always 3).
Re: Drop rate issues
Posted: Thu Jul 02, 2009 3:09 pm
by _DS_
Droprate system is quite complicated, I recommend search of the old forum for description of the categories "balance" inside single category. Or look in the source.
Re: Drop rate issues
Posted: Thu Jul 02, 2009 3:10 pm
by momo61
i dont get it why its complicated.
I mean we got: minimum and maximum drop values.
simple as that

Re: Drop rate issues
Posted: Thu Jul 02, 2009 3:13 pm
by janiii
momo61 wrote:i dont get it why its complicated.
I mean we got: minimum and maximum drop values.
simple as that

and you got drop rate

no more simple as that..
Re: Drop rate issues
Posted: Thu Jul 02, 2009 3:34 pm
by _DS_
If several items are dropped in the same category, and total sum of drop rates > 100% then rates rebalanced to allow dropping of the any items in category.
Imagine you have category with 50% drop adena and 20% drop suede. On 1x it will drop 5 times adena, 2 times suede and 3 times none from 10 attempts (of course this is sample). Imagine drop rates of this category on 10x ?
Re: Drop rate issues
Posted: Thu Jul 02, 2009 4:53 pm
by toastgodsupreme
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.
Re: Drop rate issues
Posted: Thu Jul 02, 2009 5:23 pm
by momo61
@_@
my solution: bring the prices up in the shops x 3 ^_^
That way people can get the 3 glittering event medals/monster for all I care.
Re: Drop rate issues
Posted: Fri Jul 17, 2009 8:05 pm
by xanthos
momo61 wrote:Today I put in a new etcitem as a drop :
- MobID: 66631
- ItemID: 6393 (Glittering Event Medal)
- Min: 1
- Max: 1
- Drop Category: 6
- Chance: 300.000
Although, if you kill that mob, you get three copies of that item for some reason.
What could be the reason for that ?
Also, what would be the correct drop chance number to have exactly 50% drop rate ?
Change:
[*]Chance: 300.000
To:
[*]Chance: 100.000 and they will drop 1
Re: Drop rate issues
Posted: Fri Jul 17, 2009 8:08 pm
by Bloodshed
100.0000 = 100%