- Rareness
The labels of creature loot rareness are 'always', 'common', 'uncommon', 'semi-rare', 'rare' and 'very rare'. No distinction between regular and boss creatures is made.
Rareness Drop Chance Example (from Demons' loot)
Always 100% Some items from quest or event creatures
Common ≥ 25% Platinum Coin
Uncommon ≥ 5% Demonic Essence
Semi-rare ≥ 1% Fire Axe
Rare ≥ 0.5% Demon Shield
Very Rare < 0.5% Demonrage Sword
The names and percentages of these labels are in accordance to Bestiary's rareness classification. The system to bosses is the same.
- Level of participation
It is not known with certainty the formula that determines the level of participation of a player in a fight, but it was clear that causing more damage in a boss is not a primary factor that guarantees the best items. In addition to this factor, they are considered:
If the creature is being blocked from escaping.
If the players are giving support in the fight against the boss. In the case of members who are participating, catching the boss with magic wall, attacking the boss.
After the creature is dead, the elements of the creature are divided to the players depending on the level of participation and the rarity of the items in the loot. Maybe the following table helps to understand.
Constitution of the Loot Poitns Level
Item Common 10~40pts 1
Item Common + Item Semi Rare 40~60pts 2
Item Common + Item Semi Rare + Item Rare 60~80pts 3
Item Common + Item Semi Rare + Item Rare + Item Very Rare 80~95pts 4
Item Common + Item Semi Rare + Item Rare + Item Always Drop 96~100pts 5
Another way to explain this can be (THIS IS WORK OF DAIDUM):
Lets say damage is 50%
Healing 30%
Damage you block from Boss 20%
So the probability will Split between every hitter And healer. Then you Will multiply that % per the % of loot statistic of the rare or boss loot.
So the algorithm Will be something like this:
X = % of loot, D=damage u deal , H = healing people , DB= damage blocked from Boss, L=% item drop
X= (D+DB+H)* L