Originally posted by Caspian
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For example, let's say the Ridill starts off with a %1 drop rate. One out of every hundred people will be lucky enough to have a Ridill show up in their inventory the first time they're in an alliance that kills Fafnir. The next time you go back, you've got an %11 chance, then %20, %28, %35, %41, %46, %50, %53, and topping out at %55; you're more likely to get it than not get it. If they want to keep an item rarer, they could lower the percentages and gains; more common they can raise them. If they really want to prevent frustration, they could have it add some percentage at every kill up to %100, to make sure that you can't be screwed over by chronically bad luck.


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