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Hunting common weapons
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==Finding common weapons by defeating enemies== Each time an enemy is defeated, the game rolls to determine whether an item will drop, and if so, what that item will be in the following order: #The game rolls based on the monster's [[drop anything rate]] (DAR) to determine if the monster has the possibility of dropping anything. #The game rolls to decide if the monster will drop its specified rare item (depending on area, section ID, and difficulty) #The game rolls for event drops, such as {{Tool|rare|Event Egg}}, {{Tool|rare|Halloween Cookie}}, or {{Tool|Present (Christmas)}} #The game rolls for [[music disks]] (<code>1/600</code> from any monster) #The game rolls to determine whether the drop is {{Meseta}}, a [[tools|tool]], or the monster's [[Item drops#Set drops|set drop]]. Each of these categories has an equivalent <code>1/3</code> chance of being rolled Therefore, if an enemy that could drop a common weapon drops its designated rare item, it loses out on a 1/3 chance of dropping a weapon. Due to the complexity of calculating for the chance that event drops, Music disks, or rare items will nullify the chance that an enemy capable of dropping weapons will drop a weapon, and the relative insignificance of such nullified rolls to overall averages of weapons dropped, we will use the following '''''simplified''''' formula for calculating the chance that an enemy with weapon designated as its set drop will drop a weapon: <code>[(''Enemy's base DAR'' x ''DAR boosts'') /3]</code> For example, the [[Claw|Claws]] found in [[Ruins]] have a base DAR of 30% on ultimate. If there were no boosts to DAR, we could use the formula as follows: <code>[(0.30 x 1) /3] = 0.10</code> Or, a 1/10 chance of dropping a weapon upon being defeated.
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