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Drop Rates


Talaysen

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Hi all.

I've had some players on my server concerned about the drop rates.
We have 1x/1x/1x drop rates, yet @mobinfo displays 0.00% drop rate for certain mobs.

IE: @mobinfo poring shows a drop rate of 0.00% for the poring card.

 

As far as I can tell everything is configured correctly, however.
 

Some of the monsters(e.g. hydra, flora, thara) card drop rate is 0.00%. Using the command @mobinfo, you can see the drop rate of the item the monster drops.

Some of the monsters drop rate are normal..
But majority of the monsters droprate as I searched using the command is 0.00%(even poring :( )

Even other items are affected(sohees- nurse cap, munaks - ninja suit)

 

Spoiler tag for drops.conf:

//--------------------------------------------------------------
// rAthena Battle Configuration File
// Originally Translated by Peter Kieser
// Made in to plainer English by Ancyker
//--------------------------------------------------------------
// Note 1: Value is a config switch (on/off, yes/no or 1/0)
// Note 2: Value is in percents (100 means 100%)
//--------------------------------------------------------------

// If an item is dropped, does it go stright into the users inventory? (Note 1)
item_auto_get: no

// How long does it take for an item to disappear from the floor after it is dropped? (in miliseconds)
flooritem_lifetime: 60000

// Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds)
item_first_get_time: 3000

// Grace time during which only the first and second person who did the most damage to a monster can get the item? (in milliseconds)
// (Takes effect after item_first_get_time elapses)
item_second_get_time: 1000

// Grace time during which only the first, second and third person who did the most damage to a monster can get the item? (in milliseconds)
// (Takes effect after the item_second_get_time elapses)
item_third_get_time: 1000

// Grace time to apply to MvP reward items when the Most Valuable Player can't get the prize item and it drops on the ground? (in milliseconds)
mvp_item_first_get_time: 10000

// Grace time for the first and second MvP so they can get the item? (in milliseconds)
// (Takes effect after mvp_item_first_get_time elapses)
mvp_item_second_get_time: 10000

// Grace time for the first, second and third MvP so they can get the item? (in milliseconds)
// (Takes effect after mvp_item_second_get_time elapses)
mvp_item_third_get_time: 2000

// Item drop rates (Note 2)

// The rate the common items are dropped (Items that are in the ETC tab, besides card)
item_rate_common: 100
item_rate_common_boss: 100
item_drop_common_min: 1
item_drop_common_max: 10000

// The rate healing items are dropped (items that restore HP or SP)
item_rate_heal: 100
item_rate_heal_boss: 100
item_drop_heal_min: 1
item_drop_heal_max: 10000

// The rate at which usable items (in the item tab) other then healing items are dropped.
item_rate_use: 100
item_rate_use_boss: 100
item_drop_use_min: 1
item_drop_use_max: 10000

// The rate at which equipment is dropped.
item_rate_equip: 100
item_rate_equip_boss: 100
item_drop_equip_min: 1
item_drop_equip_max: 10000

// The rate at which cards are dropped
item_rate_card: 100
item_rate_card_boss: 100
item_drop_card_min: 1
item_drop_card_max: 10000

// The rate adjustment for the MVP items that the MVP gets directly in their inventory
item_rate_mvp: 100
item_drop_mvp_min: 1
item_drop_mvp_max: 10000

// The rate adjustment for card-granted item drops.
item_rate_adddrop: 100
item_drop_add_min: 1
item_drop_add_max: 10000

// Rate adjustment for Treasure Box drops (these override all other modifiers)
item_rate_treasure: 100
item_drop_treasure_min: 1
item_drop_treasure_max: 10000

// Use logarithmic drops? (Note 1)
// Logarithmic drops scale drop rates in a non-linear fashion using the equation
// Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))
// Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables)
// Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used:
// Y: Original Drop Rate
// X: Rate drop modifier (eg: item_rate_equip)
// X\Y | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00
// -----+---------------------------------------------------------------
// 50 | 0.01 0.01 0.03 0.06 0.11 0.30 0.62 1.30 3.49 7.42 15.92
// 100 | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00
// 200 | 0.02 0.04 0.09 0.18 0.35 0.84 1.61 3.07 7.16 13.48 25.13
// 500 | 0.05 0.09 0.22 0.40 0.74 1.65 3.00 5.40 11.51 20.00 33.98
// 1000 | 0.10 0.18 0.40 0.73 1.30 2.76 4.82 8.28 16.47 26.96 42.69
// 2000 | 0.20 0.36 0.76 1.32 2.28 4.62 7.73 12.70 23.58 36.33 53.64
// 5000 | 0.50 0.86 1.73 2.91 4.81 9.11 14.45 22.34 37.90 53.91 72.53
//10000 | 1.00 1.67 3.25 5.28 8.44 15.24 23.19 34.26 54.57 72.67 91.13
//20000 | 2.00 3.26 6.09 9.59 14.83 25.49 37.21 52.55 77.70 97.95 100%
//50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48 100% 100% 100%
item_logarithmic_drops: no

// Can the monster's drop rate become 0? (Note 1)
// Default: no (as in official servers).
drop_rate0item: no

// Makes your LUK value affect drop rates on an absolute basis.
// Setting to 100 means each luk adds 0.01% chance to find items
// (regardless of item's base drop rate).
drops_by_luk: 0

// Makes your LUK value affect drop rates on a relative basis.
// Setting to 100 means each luk adds 1% chance to find items
// (So at 100 luk, everything will have double chance of dropping).
drops_by_luk2: 0

// The rate of monsters dropping ores by the skill Ore Discovery (Default is 100)
finding_ore_rate: 100

// Whether or not Marine Spheres and Floras summoned by Alchemist drop items?
// This setting has three available values:
// 0: Nothing drops.
// 1: Only marine spheres drop items.
// 2: All alchemist summons drop items.
alchemist_summon_reward: 1

// Make broadcast ** Player1 won Pupa's Pupa Card (chance 0.01%) ***
// This can be set to any value between 0~10000.
// Note: It also announces STEAL skill usage with rare items
// 0 = don't show announces at all
// 1 = show announces for 0.01% drop chance items
// 333 = show announces for 3.33% or lower drop chance items
// 10000 = show announces for all items
rare_drop_announce: 0

Edited by Talaysen
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ur :

 

item_rate_card: 100
item_rate_card_boss: 100
item_drop_card_min: 1
item_drop_card_max: 10000
 

Change :

 

item_rate_card: 100 >>>>>>>>>>> For nomal monsters
item_rate_card_boss: 100 >>>>>>>>>>>>>> For Boss monsters
item_drop_card_min: 100        >>>>>>Min possible drop rate for an item to drop
item_drop_card_max: 10000 >>>>>>>>>>At max a monster can drop this item.
 

 this is because , all drop rates are actually multiplied by the monster selfdrop rates, go on ratemyserver and check each drop rate for monster, for example

 

Poring has card drop rate 0.01% , and ur drop rates is set to 100.

So , now the actual drop rate would be 100x0.01% = 1% on total. same for all ,

 

There is xantara's patch for Drop rate seprator you can use it, and modify it for cards too.

 

Hope i helped, And Please correct me if i m wrong.

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I think I understand, so the item_drop_card_min being 1 was actually lower than 1%.

 

Should I change all of the minimum rates from 1 to 100?

 

Edit:

 

With these settings:

// Item drop rates (Note 2)

// The rate the common items are dropped (Items that are in the ETC tab, besides card)
item_rate_common: 100
item_rate_common_boss: 100
item_drop_common_min: 100
item_drop_common_max: 10000

// The rate healing items are dropped (items that restore HP or SP)
item_rate_heal: 100
item_rate_heal_boss: 100
item_drop_heal_min: 100
item_drop_heal_max: 10000

// The rate at which usable items (in the item tab) other then healing items are dropped.
item_rate_use: 100
item_rate_use_boss: 100
item_drop_use_min: 100
item_drop_use_max: 10000

// The rate at which equipment is dropped.
item_rate_equip: 100
item_rate_equip_boss: 100
item_drop_equip_min: 100
item_drop_equip_max: 10000

// The rate at which cards are dropped
item_rate_card: 100
item_rate_card_boss: 100
item_drop_card_min: 100
item_drop_card_max: 10000

// The rate adjustment for the MVP items that the MVP gets directly in their inventory
item_rate_mvp: 100
item_drop_mvp_min: 100
item_drop_mvp_max: 10000

// The rate adjustment for card-granted item drops.
item_rate_adddrop: 100
item_drop_add_min: 100
item_drop_add_max: 10000

// Rate adjustment for Treasure Box drops (these override all other modifiers)
item_rate_treasure: 100
item_drop_treasure_min: 100
item_drop_treasure_max: 10000

 

This should correctly set 1% drop rates?

When I logged back in and check the Hydra card, it was saying 0.50% chance of drop.

Edited by Talaysen
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Hello,

 

I also have the same problems befor i updated my svn it worked now it dousent i tryd everything but also my drop% arent going higher than 50%

Players ingame see wanderer card drop 1,4% i see 1% also very weird

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It's the renewal drop rate modifier that does that.

http://irowiki.org/wiki/Drop_System#Level_Factor

Edited by Talaysen
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Thank you for the replay.

Is there something i can do to use the normal drop rates in my renewal server?

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http://rathena.org/wiki/SRC/config/#RENEWAL_DROP

For Example, if you are level 50, and you kill a monster
level 10, which normally drops a item at 50%, for you it'd drop at 25%
(because you're 30 levels or higher than it) How to Disable

  • Commenting it's #define RENEWAL_DROP line out makes it disable (add // before #define)

 

Edit:

 

#define RENEWAL_DROP

 

becomes

 

// #define RENEWAL_DROP

Edited by Talaysen
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Thanx again for the replay.

I went to the src\config\renewal.txt (h)  added \\befor it but dident change anything it looks still active,

Do you have any more advice i could do or try? or did i forget something

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It should be //, not \\, also:

Any time you change your rAthena source code (the rAthena files) you need to stop the server, recompile, and start the server.

 

I use linux, so this process is:

 

./athena-start stop

 

make clean && make sql

 

./athena-start start

Edited by Talaysen
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