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(thoughts on the drop mechanisms)
 
m (Area drop: yeah)
 
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This page will present my thoughts on the mechanisms of items drop. '''None of this has been confirmed.'''
 
This page will present my thoughts on the mechanisms of items drop. '''None of this has been confirmed.'''
  
=== Go! ===
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=== Types of enemy drops ===
  
==== Photons ====
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This exclude boss box drops.
  
Each monster can drop 2 types of photons: the photon of its element and the photon of the area. For example a [[Golmoro]] could drop a [[Gra-photon]] wherever he spawn.
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==== Area drop ====
  
The areas photons are defined like this:
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Each area has a list of items defined that can drop from any enemy in this area. The area includes one type of photon defined like this:
  
 
* Parum: Ban-photon
 
* Parum: Ban-photon
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* Relics: Gra-photon
 
* Relics: Gra-photon
 
* Colony, HIVE: Megi-photon
 
* Colony, HIVE: Megi-photon
* AMF: Zon-photon (not sure about that one)
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* AMF, Forest: Zon-photon (not sure about that one)
  
===== Boxes =====
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Other photons may drop in addition to these.
  
Some boxes can drop photons of any element.
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==== Enemy's element photon ====
 +
 
 +
Each enemy can drop a photon of its element. For example a [[Golmoro]] could drop a [[Gra-photon]] wherever he spawn.
 +
 
 +
==== Special drop ====
 +
 
 +
Some monsters also have a special drop. It's a fixed drop rate of an item that will drop at any level. Special drops might be restricted to a version of the game however (example: [[Madam Brella]] can't drop in original PSU missions).
 +
 
 +
Rare monsters always drop their special drop if the specific item doesn't drop.
 +
 
 +
==== Enemy's specific item ====
 +
 
 +
Finally, each enemy can drop one specific item. This item change depending on the enemy's level.
 +
 
 +
A monster of higher level will have more chances of dropping the same item as a monster of a lower level. For example, even if S and S2 missions have the same drops because the monsters are all level 100~149, the S2 mission will drop more items.
 +
 
 +
=== Mechanisms ===
 +
 
 +
The chances of an enemy to drop its specific item is determined by a number of factors:
 +
* Item's rarity
 +
* Item's type (example: an armor has less chances to drop than a weapon)
 +
* Enemy's size (the bigger the enemy the easier the drop)
 +
* Enemy's level
 +
* Party's luck
 +
* Drop rate (see below)
 +
* A possible predefined modifier that could vary depending on the mission (like the rare monsters drop in [[Forest of Illusion]])
 +
 
 +
==== Drop rate ====
 +
 
 +
The default drop rate is 100%. That doesn't mean you'll always get the item, that means the chances will be multiplied by 1.
 +
 
 +
[[Forest of Illusion]] gives a 500% drop rate multiplier. This means that the chances to get an item will be multiplied by 5.
  
==== Monster level ====
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Guardian Boost Road can give up to 300% drop rate increase. This means the maximum drop rate will become 100+300 = 400%, and the chances to get an item will be multiplied by 4.
  
A monster of higher level will have more chances of dropping the same item as a monster of a lower level. For example, even if S and S2 missions have the same drops because the monsters are all 100~149, the S2 mission will drop more items.
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==== How the game determine what drops ====
  
===== Boss level =====
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* The game most likely first check if the monster drops a specific item.
 +
* Else, it tries with a special drop.
 +
* Else, it tries with the area drop or the enemy's photon drop.
  
The boss level has no influence however.
+
It is likely that the drop boost affect all the checks. However it doesn't affect the special drops of rare monsters because they always drop one if they don't drop their specific item. It also doesn't affect the rarity of the special or area drops. Just give more chances for it to drop.
  
==== Drop rate increase (GBR, 1UP EX mission) ====
+
=== Boxes ===
  
Only affect the chances of a monster to drop an item.
+
==== Normal Boxes ====
  
===== Boss boxes =====
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Boxes drop list is fixed too, some boxes will only drop a type of item, while others will drop another. There's always at least two type of boxes in a mission (some also have trees or rocks).
  
The boss boxes are not affected by this drop rate increase.
+
Some boxes can drop photons of any element.
  
==== Drop rate increase (FoI) ====
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==== Boss boxes ====
  
This mission is particular. Affect the chances of a monster to drop a '''rare''' item. Rare monsters will always drop their rarest item.
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Probably nothing affect what boss boxes drop.

Latest revision as of 04:52, 10 March 2008

What?

This page will present my thoughts on the mechanisms of items drop. None of this has been confirmed.

Types of enemy drops

This exclude boss box drops.

Area drop

Each area has a list of items defined that can drop from any enemy in this area. The area includes one type of photon defined like this:

  • Parum: Ban-photon
  • Neudaiz: Ray-photon
  • Moatoob: Di-photon
  • Relics: Gra-photon
  • Colony, HIVE: Megi-photon
  • AMF, Forest: Zon-photon (not sure about that one)

Other photons may drop in addition to these.

Enemy's element photon

Each enemy can drop a photon of its element. For example a Golmoro could drop a Gra-photon wherever he spawn.

Special drop

Some monsters also have a special drop. It's a fixed drop rate of an item that will drop at any level. Special drops might be restricted to a version of the game however (example: Madam Brella can't drop in original PSU missions).

Rare monsters always drop their special drop if the specific item doesn't drop.

Enemy's specific item

Finally, each enemy can drop one specific item. This item change depending on the enemy's level.

A monster of higher level will have more chances of dropping the same item as a monster of a lower level. For example, even if S and S2 missions have the same drops because the monsters are all level 100~149, the S2 mission will drop more items.

Mechanisms

The chances of an enemy to drop its specific item is determined by a number of factors:

  • Item's rarity
  • Item's type (example: an armor has less chances to drop than a weapon)
  • Enemy's size (the bigger the enemy the easier the drop)
  • Enemy's level
  • Party's luck
  • Drop rate (see below)
  • A possible predefined modifier that could vary depending on the mission (like the rare monsters drop in Forest of Illusion)

Drop rate

The default drop rate is 100%. That doesn't mean you'll always get the item, that means the chances will be multiplied by 1.

Forest of Illusion gives a 500% drop rate multiplier. This means that the chances to get an item will be multiplied by 5.

Guardian Boost Road can give up to 300% drop rate increase. This means the maximum drop rate will become 100+300 = 400%, and the chances to get an item will be multiplied by 4.

How the game determine what drops

  • The game most likely first check if the monster drops a specific item.
  • Else, it tries with a special drop.
  • Else, it tries with the area drop or the enemy's photon drop.

It is likely that the drop boost affect all the checks. However it doesn't affect the special drops of rare monsters because they always drop one if they don't drop their specific item. It also doesn't affect the rarity of the special or area drops. Just give more chances for it to drop.

Boxes

Normal Boxes

Boxes drop list is fixed too, some boxes will only drop a type of item, while others will drop another. There's always at least two type of boxes in a mission (some also have trees or rocks).

Some boxes can drop photons of any element.

Boss boxes

Probably nothing affect what boss boxes drop.