Editing Hunting common weapons
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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: | 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 for event drops, such as | #The game rolls for event drops, such as [[Event Egg]] or [[Present (Christmas)]] | ||
#The game rolls for | #The game rolls for [[Music disks]] (1/600 across all enemies) | ||
#The game rolls based on the enemy's [[Drop anything rate]] (DAR) to determine if the enemy has the possibility of dropping anything else | #The game rolls based on the enemy's [[Drop anything rate]] (DAR) to determine if the enemy has the possibility of dropping anything else | ||
#The game rolls to decide if the enemy will drop its specified rare item (depending on area, Section ID, and difficulty) | #The game rolls to decide if the enemy will drop its specified rare item (depending on area, Section ID, and difficulty) | ||
#The game rolls to determine whether the drop is | #The game rolls to determine whether the drop is [[Meseta]], a [[Tools|Tool]], or the enemy's set drop (1/3 chance for any of these) | ||
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. Because event drops and Music disks are rolled prior to DAR, they are less likely to nullify the chance for a weapon to drop. | 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. Because event drops and Music disks are rolled prior to DAR, they are less likely to nullify the chance for a weapon to drop. |