

You can still find loot for other characters, but that is going to be just ~20% of the items you find. There is an 80% bias when dropping random Gear pieces towards Item Types that you current Hunter can equip.įor example, if you are playing Pinkyy, you have 80% chance of dropping an Armor instead of a Light Shields or Heavy Shields. Simply put, each 5 Quality rolled equals 1 Bounty dropped.įirst non-Enhanced tier is always 50 Rarity, then 10 Rarity per each Enhancement Level. MaterialQualityRollPerQuantity is 50 (which means that every 50 rolled above the minimum for a Material gives another one) Bounty Quantities per Quality Roll Bounty Quantity Material Quantities per Quality Roll Material Quantity This means that, with a starting value of -70 from its Base and the addition of the Roll, item drops will roughly be in a range of no less than 4 levels below and up to 2 levels above the Source Level. Quality Calculation: (Base Item Quality - 70) + Roll Source Level but it can never exceed 100 or be lower than 0. It can have additive modifiers from Item Drop Quality% sources such as enemy rarity, gear bonuses, etc. The Roll is an integer number from 0 to 100. The most complicated and important concept in the Drop system is how the quality and quantity of items is determined. If any Events or Quests are going on, special loot tables can also be added.


Some results on the tables can be Guaranteed (i.e., a boss would always drop a Legendary piece of loot), while other can have a maximum number of times they can occur (i.e., an Elite will never drop more than a single Gear piece at once).Įach loot source has many associated loot tables - a Ducan Trooper, for example, can have his own loot table, but also the Ducan Faction loot table (with Ducan-specific loot). Inspired by old-school Dungeons & Dragons, you "roll" virtual dice a certain number o times on a table to see what you get. 2.2 Material Quantities per Quality RollĪ Loot Table is the group of all possible items that can drop from a given source.
