Jump to content
  • 0

Drop Rates?


Nerfwood

Question


  • Group:  Members
  • Topic Count:  14
  • Topics Per Day:  0.00
  • Content Count:  104
  • Reputation:   27
  • Joined:  12/05/13
  • Last Seen:  

Hi! I'm getting some problems with my drop rates. 

 

 

I'm pretty sure I set the minimum drop rate to 10% but poring and other mobs drop cards as low as 5%. Anyone know how to fix this?


// If an item is dropped, does it go straight into the user's 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 milliseconds)
flooritem_lifetime: 45000


// 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: 800000
item_rate_common_boss: 20000
item_drop_common_min: 1000
item_drop_common_max: 5000


// The rate healing items are dropped (items that restore HP or SP)
item_rate_heal: 80000
item_rate_heal_boss: 40000
item_drop_heal_min: 1000
item_drop_heal_max: 8000


// The rate at which usable items (in the item tab) other then healing items are dropped.
item_rate_use: 40000
item_rate_use_boss: 20000
item_drop_use_min: 1000
item_drop_use_max: 7000


// The rate at which equipment is dropped.
item_rate_equip: 55000
item_rate_equip_boss: 3000
item_drop_equip_min: 1000
item_drop_equip_max: 3000


// The rate at which cards are dropped
item_rate_card: 3000000
item_rate_card_boss: 2000
item_drop_card_min: 1000
item_drop_card_max: 1500


// The rate adjustment for the MVP items that the MVP gets directly in their inventory
item_rate_mvp: 1000
item_drop_mvp_min: 1000
item_drop_mvp_max: 10000


// The rate adjustment for card-granted item drops.
item_rate_adddrop: 200
item_drop_add_min: 1000
item_drop_add_max: 5000


// Rate adjustment for Treasure Box drops (these override all other modifiers)
item_rate_treasure: 20000
item_drop_treasure_min: 1000
item_drop_treasure_max: 5000


// 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


// Increase item drop rate +0.01%? (Note 1)
// On official servers it is possible to get 0.00% drop chance so all items are increased by 0.01%.
// NOTE: This is viewed as a bug to rAthena.
// Default: no
drop_rateincrease: 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: 200


// 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: 2


// 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
Link to comment
Share on other sites

4 answers to this question

Recommended Posts


  • Group:  Members
  • Topic Count:  12
  • Topics Per Day:  0.00
  • Content Count:  55
  • Reputation:   2
  • Joined:  08/18/13
  • Last Seen:  

Link to comment
Share on other sites


  • Group:  Members
  • Topic Count:  14
  • Topics Per Day:  0.00
  • Content Count:  104
  • Reputation:   27
  • Joined:  12/05/13
  • Last Seen:  

 

 

Hi! Thanks for replying and providing those resources. Unfortunately (for me, anway), none of those seem to answer my problem.

 

 

 

Again, here is my code:

// The rate at which cards are dropped
item_rate_card: 3000000
item_rate_card_boss: 2000
item_drop_card_min: 1000
item_drop_card_max: 1500

So without limitations, normal cards should drop at 300% (30,000 x 0.01% ). Obviously, I set the maximum drop rate to 15% and the minimum to 10%. Now, the problem is that there are still mobs that drop cards at a 5% chance. Scratch that. All normal mobs drop at a frigging 5% chance.

 

The thing is.. there are no declarations or whatsoever in my mob_item_ratio.txt that will override the drops.conf settings. 

 

 

Here is where it gets weirder: I changed the minimum drop rate to 11% (item_drop_card_min: 1100) and the card drop rate to 100% (item_rate_card: 1000000) and guess what? The drop rates changed to 7.5%, which is really crazy. MVP cards now drop at 11% chance, which is fine, but I don't want to increase it anymore.

 

The same can be said with common,usable and healing item drop rates of normal monsters. They drop way below than they shoud. Some at 50% of my set values, etc..

 

I really need help! If I increase the values again, hunting items will be too easy. There are countless mobs so mob_item_ratio isn't a practicial solution.

Link to comment
Share on other sites


  • Group:  Members
  • Topic Count:  4
  • Topics Per Day:  0.00
  • Content Count:  63
  • Reputation:   3
  • Joined:  07/12/12
  • Last Seen:  

Sorry I am a little confused, why not determine what your normal card drops and boss cards are, and then set it appropriately and leave card min and card max alone (default values).

 

If you ever wanted to have fluctuating rates, you could easily do it in a floating rates npc, a daily fluctuation to keep it below your maximum value. This way its easy and doesn't get ugly.

Link to comment
Share on other sites


  • Group:  Members
  • Topic Count:  14
  • Topics Per Day:  0.00
  • Content Count:  104
  • Reputation:   27
  • Joined:  12/05/13
  • Last Seen:  

Sorry I am a little confused, why not determine what your normal card drops and boss cards are, and then set it appropriately and leave card min and card max alone (default values).

 

If you ever wanted to have fluctuating rates, you could easily do it in a floating rates npc, a daily fluctuation to keep it below your maximum value. This way its easy and doesn't get ugly.

 

Hi Pokemon (lol :D)! Yeah I just did that. But the real problem is that this "bug" affects not only the cards but all the drop rates of normal monsters. it seems that whatever number I use, only the 50% will be applied to the drops although the @rates command displays the right number. 

 

So I just increased the max drop chance to 80%, so normal monsters drop common items at a max 40% chance. Although the MVPs now has a high drop chance of 80%. I can't lessen the drop rates of MVPs since some items will be very hard to get.

 

Anyway, I think I'll just have to settle with this. (I can't determine the version of rAthena, but I am using Asura VPS)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...