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Drop rate: Misc


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Up to date as of January 31, 2010
(Redirected to Drop article)

From Dofus

A drop is an item obtained by killing a monster. No source for the below information has been given, but this link[1] to the French forums provides an explanation which supports these claims.


Drop Properties

Each drop has three values associated with it: Drop Rate, Prospecting Lock, and Drop Limit.


Drop Rate

The drop rate refers to the probability of a monster dropping an item after it is defeated in combat. An item's drop rate can be improved by the prospecting of an individual player.

Example: A 4% base drop rate would become 7% with 175 prospecting (i.e., 4 multiplied by 1.75).

Although each player in a fight rolls separately, a group has a statistically better chance of dropping the more players it has, and the higher each member's individual prospecting is.

Drop Rate Stacking

Statistically, the more people in a fight, the better the odds that at least one person in the fight will get a given drop. The probability of at least one person getting a drop is calculated as follows:

  • D = Probability of drop expressed as a decimal (1% = .01)
  • PPx = Each Character's prospecting (PP1=char1, PP2=char2, etc), expressed as a percent (divided by 100)
  • G = Number of people in group
  • Pt = Total probability of at least one member of group getting drop (again, as a decimal)

Pt = 1-((1-(PP1*D))*(1-(PP2*D))...*(1-(PPG*D)))

Therefore, for an item with a drop rate of 5% and a party of 8 people with a prospecting of 100 each:

Pt = 1-((1-(1*.05))8)
   = 1-((1-.05)8)
   = 1-(.958)
   = 1-.6634   see note
   = .3366 or 33.66%

note: rounding is necessary at this step to keep the number manageable

If there is more than one of a given monster in a group, each monster will have the same chance to drop an item. The math is the same, only now the number of monsters is relevant instead of the number of players.

  • Pf = Final total probability of a drop from the given mob by the given group
  • Pb = Base total probability of drop from above formula
  • M = Number of relevant monster in group

Pf = 1-(1-Pt)M

(this one's simpler because you are dealing with multiple instances of a value that will definitely be the same)

If there are 5 of the monster in the mob, using Pt from the example above:

Pf = 1-(1-.3366)5
   = 1-(.6634)5
   = 1-(.2920) (rounding again)
   = .7080 or 70.8%

Prospecting Lock

The prospecting lock is the minimum amount of prospecting that a player or group of players must have before a drop has a chance to occur. If the prospecting lock is not met, there is no chance of getting the drop, no matter how high the drop rate is.

Prospecting locks vary widely. Some prospecting locks are so low that a single player will always have a chance of getting the drop. (In fact, some prospecting locks must be zero because non-paying players are able to get drops while soloing, yet non-paying players have zero prospecting.) Some locks are a little higher but can still be unlocked by a single player who has increased their prospecting through character points and/or equipment. Some locks are so high that they cannot be unlocked by a single player but require a group of players. The highest prospecting locks can only be unlocked by large groups of players. It is the prospecting at the end of the fight that matters, not the prospecting at the beginning.

Drop Limit

Some drops have a drop limit. For example, a horn dropped by a monster with only two horns might have a limit of 2. This means only 2 horns may drop from each monster. Even if three or more players succeeded their drop rolls, only the two first receive a horn.

It should also be noted that if a monster drops a horn, wool, and leather, each player can receive only one horn, wool, or leather for each of that monster in the fight. Of course once the drop limit (if there is one) is reached, subsequent players rolling for drops can't get the item anymore.

Drop Procedure

When the player side wins a fight against monsters, the players may receive drops. Each character gets a drop roll on each drop of each monster, except those drops with prospecting locks higher than the total prospecting of the team. If a drop roll is successful the character receives the item, unless the drop limit for that item has already been reached.

The character with the highest prospecting rolls for items first, followed by the character with the second highest prospecting, and so forth. In the case where two or more characters have the same prospecting, the tie is broken by Initiative.

Drop Rate Calculators

  • Dofus Playground Drop Rate Calculator

This article uses material from the "Drop" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010

From GuildWiki

DISCLAIMER: The information in this article is based on experimental research conducted by the community, and may contain inaccuracies and speculation. While we strive for accuracy in these articles, we make no claims of experimental rigor or unbiased conclusions. Caveat lector.


Drop rate is a term defined in this wiki (not by ANet) to refer to the patterns that govern how drops occur. There are two sides to studying drop rates in Guild Wars:

  • How often does a certain type of loot drop?
  • What kind of drops does a certain creature drop and what is the rate of each?

The main focus of studying drop rates of loot is obviously farming. Successful farming is not just based on having the best build to successfully kill and survive, but also, killing the right monsters that produce the desired loot as quickly as possible.

An example of this, is farming Ecto. Most farming groups farm the Smite Crawlers, while actual statistical data shows that the Bladed Aatxe drop Ectos at twice the rate.

The specifics of how a drop rate is determined in-game are unknown. ANet has not published any statistics on any item or monster. Still, basic data can be collected on each monster to record the kind of drops that they leave behind. This data compiled in large amounts can show the rough percentages of the different kinds of loot that a monster drops.

Types of Drops

In general, there are several types of loot that a monster can drop:

  1. Gold: This actually varies based on the level of monster rather than the type of monster. The higher the level, the higher the amount of gold. Data gathered in high-level areas like the Fissure of Woe, show that the gold dropped varies between 98 gold and 130 gold in those areas. The possibility of gold drops varies sometimes according to area (FoW is less than 10% while UW is more than 25%) and sometimes according to creatures (those that drop armor usually drop gold less frequently).
  2. Equippable Items: This refers to weapons, shields and focus items. For each species or faction in the game, they will usually have a pattern of dropping items specific to their area (like Shadow Bows in the Fissure or Summit Axes in the Shiverpeaks) and items more general. In addition, a creature will drop items in its own profession fairly often. For example, Smite Crawlers drop a lot of Holy Rods and Smiting Staves while Shadow Beasts drop a lot of Grim Cestas and Deadly Cestas. Equippable items have variations in their rarity.
  3. Salvage Items: There are two different types of Salvage Items that can be dropped.
    1. Salvage Armor: More technologically advanced creatures will drop pieces of armor that can be salvaged for crafting material or runes. Examples include the White Mantle, the Charr and Ettins. If a creature drops salvage armor, it will actually drop it at a fairly high rate. Notable exceptions include the Shadow Army and the Skeleton Army. Salvage armor does not stack in the inventory. Salvage armor does have variations in its rarity.
    2. Salvageable Remains: Some races will drop remains that are marked as "salvage items". Unlike Salvage Armor, these remains stack in the inventory like collectable drops. These include hides, spider webs, and half-eaten masses. These remains drop from creatures that drop armor and creatures that do not. For example, the Charr drop Charr Carvings, Stalker Armor and Charr Hides while a Maguuma Spider drops an Ebon Spider Leg and a Maguuma Spider Web.
  4. Crafting Material: Creatures that do not drop salvage armor will instead drop crafting material (though at a lesser rate). The majority of the materials dropped will be common crafting material but there is a small chance that a creature will drop rare crafting material. This chance apparently increases as the creature's level increases. Some groups drop both crafting materials and salvage armor; such as Avicara and the Undead found in Kryta.
  5. Collectable Drops: Almost all creatures in the game have a stackable collectable drop that they leave behind at a fairly consistent rate. Examples include Mursaat Tokens, Hardened Humps and Charr Carvings. This rate is found to be around 20% for most creatures that do have collectable drops. Creatures that do not drop collectable drops include Ancient Skales and Doubter's Dryders.
  6. Keys: Each creature has a very small chance of dropping a key. The key the creature drops is the key of the area that creature is originally from. Thus, Banshees in the Fissure of Woe drop Phantom Keys because they are originally from the Underworld. Creatures in Hard Mode drop Lockpicks instead of keys.
  7. Dyes: All creatures have a chance of dropping dye. The chance of a specific dye dropping varies depending on color with black being very rare and orange being very common.
  8. Nothing: There is a chance that a creature will drop nothing. The probability of this happening early on in an outing into an explorable area is high and drops quickly as players delve into the area and kill more monsters. This seems to occur most when repeatedly solo farming the same area, some of the first 5 or so kills each trip will yield no drop.

Party Size and Drop Rate

With the addition of loot scaling (20 April 2007 Update) the party size only affects the drop rate of items exempt from Loot Scaling. The drop rate on all other items is scaled so that a solo farmer will receive approximately the same number of non-exempt items (blue rarity, collectable items, etc.) as a character in a party of eight people.

Hard Mode

It is currently unknown how Hard Mode affects drop rates. The drop rates for Hard Mode are tracked in a separate table from Normal Mode on the same creature drop rate page.

The Project

This article is the cover page of a project to document each and every creature in Guild Wars in term of their Drop Rates. Users who wish to contribute to this project should follow the following steps:

  1. Please, create a user name as it will make tracking the sources of the data much more efficient.
  2. Create a spreadsheet for monitoring the creature you wish to gather Drop Rate data about. The format should be like this:
Creature Gold Equippable Items Salvage Armor Common Materials Rare Materials Keys Collectables Dyes Nothing Total Signature
Blessed Griffon 8 0 0 1 0 0 0 0 1 1 0 24 35 Fox Bloodraven 05:12, 28 November 2006 (CST)
Blessed Griffon 9 0 0 2 1 0 0 0 0 0 0 18 30 Fox Bloodraven 06:58, 28 November 2006 (CST)
  1. Record the drops after each kill of this specific monster. If the monster appears at different levels (like Charr and Grawl), then record the data of each level separaterly.
  2. Do not record drops from bosses. Their drops and the drops of their species/factions are not always the same.
  3. Create (or edit) the page for the monster as a sub-article of this article. For example, for the Blessed Griffon above, the data article would be: drop rate/Blessed Griffon. Use the notes section to record any anomalies in the drops of the monster. If you created the article, please add it to the list below.
  4. If a sub-article already exists for a monster then do not overwrite the numbers. Instead, add your numbers in a new row to the table then update the totals and percentages at the end of the table. This will increase the data available and prevent addition mistakes that alter the data. You should sign next to the row you add using ~~~~.
  5. Once enough data has been collected (200+ total drops), then the monster's page can be updated with a section titled Drop Rates that lists the percentages of each drop. For examples, see Bladed Aatxe and Smite Crawler.
  6. Hard Mode drop rates should be recorded separately from Normal Mode (i.e. create different tables for Normal Mode vs Hard Mode). For example, see drop rate/Hulking Stone Elemental

The hope is that with this project, players can make informed decisions instead of following rumors about drops.

See User:RolandOfGilead/Java/Drop Rate Tool for a Java program that simplifies the task of recording drop rates.

Monster drop data

This is a list of sub-articles containing data collected so far, sorted by region:


The Underworld

The Fissure of Woe


Pre-Searing Ascalon


Northern Shiverpeaks


Maguuma Jungle

Crystal Desert

Southern Shiverpeaks

Ring of Fire Islands


Shing Jea Island

Kaineng City

Echovald Forest

Jade Sea



Kourna and Vabbi

The Desolation

Realm of Torment

See also: Template:Drop Rate Table for creating Drop Rate Tables.

Chest drop data

Part of this project is that we are also recording the quality and type of drops that fall from chests. In this we are trying to understand the likelihood of getting good drops from chests:

Prophecies Chests

Factions Chests

Nightfall Chests

Eye of the North Chests

Core Chests

Other drop data

Related Articles

Facts about Drop rateRDF feed

This article uses material from the "Drop rate" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 07, 2010

From the RuneScape Wiki, the wiki for all things RuneScape

Drop Rate is the probability that a monster is expected to yield a certain item when killed once by a player. When calculating a drop rate, divide the number of times you have gotten the certain item, by the total number of that NPC that you have killed. For example:

A common misconception is that you are guaranteed that item when you kill the NPC math number of times, where math is the drop rate. You are never guaranteed anything, no matter how many times you kill that monster. The drop rate is simply the probability of getting a certain drop in one kill. The probability that a monster will drop the item at least once in math kills is 1 minus the probability that it will not drop that item in math kills, or math.

For example, if dust devils are expected to drop a Dragon chainbody once out of 15000 kills, then the probability that a player will get at least one Dragon chainbody after 15000 kills is


Which is approximately 63.21%. Similarly, we can solve for the number of Dust Devils you need to kill to have a 90% probability of getting one when you kill them:



Which yields the answer 34538. There is also an equation for computing the probability of a certain amount r of a particular drop after n amount of kills:

And if you take the sum of this equation from when r=1 until r=n you get the probability of at least 1 drop of a particular item after n kills:


Drop rates are often quite difficult to obtain, as an accurate estimation of one requires thousands of kills. Because of this, some players who wish to calculate drop rates keep a list of items that a monster drops after each kill, sometimes called a "drop log." Then they calculate the percentage by dividing the number of desired drops by the total number of kills. All monsters found on this Wikia contain a list of the items they drop. Behind those items you will often find between brackets a drop rate indication for that item. The drop rate of items has been divided into six different groups displayed below.

Drop rate Example*
Very common 1-10 Coins
Common 11-50 Runes
Uncommon 51-100 Rune armour
Rare 101-500 Half key
Very rare 501-1,000 Dragon items
Extremely rare 1,001+ Draconic visage; Slayer Trophy heads

* examples are only given as indication because they depend on the monster that drops it. An item dropped by a boss monster could be a common item while it would be very rare for normal monsters.


The rarer a drop is (or the smaller math becomes), the closer the probability of obtaining that item in math kills approaches math, or approximately math, where e is the exponential constant math. We can express this limit as follows:


This follows from the definition of math:


This article uses material from the "Drop rate" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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