Farming and Item Drop amplifiers
When player kills monsters (farming), monsters drop items. Item drop rate is calculated using the drop formula. To increase item drop rate, player can use different drop amplifiers. All amplifiers do not directly increase the drop rate, but increase the drop rate multiplier.
- Server Drop rates by default: 3x
Drop formula
Item drop rate from monsters are calculated using the formula:
Final drop rate = Base * (Rate + Amplification + Fairy*0.02 + HandPet + Vip), where:
Base is the base drop chance of a particular item, as shown in database.
Rate is current server drop rates (by default: 2x)
Amplification is Drop amplifier
Fairy is level of 2nd gen fairy pet during turned on skill "Fairy body" (possession)
HandPet is presence of rare hand pet. If character has equipped rare hand pet, value: 0.05, otherwise: 0
Vip is presence of premium status. If it is not activated, then the value is: 0. If premium is activated, then the value, depending on the level of premium status:
Level | IMPs purchased | Drop multiplier bonus |
---|---|---|
Lv 1 | 0 | 0.10 |
Lv 2 | 10 000+ | 0.15 |
Lv 3 | 35 000+ | 0.20 |
Lv 4 | 100 000+ | 0.25 |
Lv 5 | 250 000+ | 0.30 |
Lv 6 | 500 000+ | 0.35 |
Examples
If the base drop rate of an item is 1%, and the character is NOT using drop amplifiers, possession, rare handpet, premium status, then:
Final drop rate = 1% * (2 + 0 + 0*0.02 + 0 + 0) = 2%
If the base drop rate of an item is 1%, and the character is using only Hi-Amplifier of Luck and character is NOT using possession, rare handpet, premium status, then:
Final drop rate = 1% * (2 + 3 + 0*0.02 + 0 + 0) = 5%
If the base drop rate of an item is 1%, and the character is using Hi-Amplifier of Luck, possession with lv41 fairy pet, rare handpet, premium status Lv 2, then:
Final drop rate = 1% * (2 + 3 + 41*0.02 + 0.05 + 0.15) = 6.02%
Drop amplifiers
Item | Effect | Duration | Requirements | |
---|---|---|---|---|
Charmed berry | Adds +2 (200%) to Drop rate multiplier | 15 min | Any level | |
Amplifier of Luck | Adds +2 (200%) to Drop rate multiplier | 30 min | Any level | |
Gold Charmed Berry | Adds +2.5 (250%) to Drop rate multiplier | 15 min | Any level | |
Super Lucky Fruit | Adds +3 (300%) to Drop rate multiplier | 15 min | 45+ level | |
Hi-Amplifier of Luck | Adds +3 (300%) to Drop rate multiplier | 30 min | 60+ level | |
Great Lucky Fruit | Adds +3,5 (350%) to Drop rate multiplier | 15 min | 45+ level | |
Huge Amplifier of Luck | Adds +3.5 (350%) to Drop rate multiplier | 30 min | 60+ level | |
Boost Pack 6 (Luck) | Adds +3.5 (350%) to Drop rate multiplier | 30 min | 60+ level | |
Ringing of the Golden Roger | Adds +0.5x to current server drop rates and exp rates | 1 hour | Any level of character. To turn bell on, you need to press the bell button on the minimap, and 750 IMPs will be written off from your account. Only one bell per server can be used at a time. Valid for all server players. All players see the notification about the usage of the bell. |
- Charmed berry and Amplifier of Luck can be bought in the item mall only for reputation points. Super Lucky Fruit and Hi-Amplifier of Luck can be bought in the item mall both for IMPs and for reputation points.
- Ringing of the Golden Roger is activated by pressing the bell button on the minimap, and 750 IMPs will be written off from your account.
- The character can get the effect of the Charmed Berry when used fortune lots.
- Hi-Amplifier of Luck can be produced by manufacturing.
- Untradeable Super Lucky Fruit can be get as Daily reward.
- There is no way to get Gold Charmed Berry in the game at the moment.
- Great Lucky Fruit can be obtained by killing the main bosses of FC, DS, DW 1 and DW 2.
- Great Lucky Fruit, Huge Amplifier of Luck and Boost Pack 6 (Luck) can be purchased from Item Mall for IMPs only.
Hourglass
Hourglass is an item that gives the character bonuses: x2 experience for killing monsters and +2 to drop multiplier. Hourglass effects don't stack with all other exp and drop bonuses.
Where to get an hourglass
Level 40+ character can take Hourglass 1 time per day for free from Baby in Argent (2202,2776). Hourglass is valid for 60 minutes and is active when the item is in the 1st inventory cell. The effect of Hourglass can be stopped by dragging Hourglass to another cell. After 60 minutes, Hourglass will automatically be removed. If Hourglass is left over from the previous day, the character can still take new Hourglass as soon as he runs out of the old ones or gets rid of them.
How to check the current drop rate in the game
The player can check in real time the current item drop rate of a particular monster, taking into account all multipliers that are currently affecting the character. To do this, you need to right-click on the monster or start attacking the monster, and then click on the backpack icon above the quick access panel.
Quest items
The drop rate of quest items is calculated using the same formula, however, these items can only drop if the monster is finished off (deals final damage) by a character who currently has an active quest to obtain this item. For example, during the compeleting of one of the story quests, you need to get a quest item from the Mermaid Queen. To simplify the task, the player can deal 95% damage to the Queen with the help of his other character, voyager with sea skills and a good ship, but the last 5% of the damage must be done by the main character who is compeleting the quest, otherwise the desired item will not drop, even if drop rate is 100%.
Resource drop rate
During woodcutting, sea fishing and land fishing, resource drop rate is equal to their base drop rate. There are special resource drop rates, which is 1x by default. None of the above amplifiers and multipliers affect the resource drop rates.
"Drop reset" tactics during bossing
During killing bosses with a large amount of HP, a drop multiplier is applied to the dropped items, which is currently in effect on the character to whom the drop is temporarily "attached".
The mechanics of the work of "binding a drop" for a character has many nuances and implicit situations, which cannot be described with 100% accuracy.
In most cases, when killing a mob or boss, the following statement is true: the drop is "assigned" to the character who dealt the first damage and maintained the damage at a sufficient level relative to other sources of damage during the killing of the boss. If during this time there were pk for the boss or frequent deaths of the characters who dealed damage to boss, and it is not possible to determine who the "drop was assigned to", then the guilds use the "reset" tactic. The whole guild together knocks down the boss's HP, leaving 1% or less, and then waits for several minutes without inflicting any damage to the boss, so that the boss has time to "forget" all the damage done. After some time, the strongest character in the guild turns on the possession and uses the drop amplifier, and then finishes off the boss to the end, inflicting a "new" first damage to boss, along with which a new drop multiplier is applied to the boss, which will continue to operate until the boss dies.
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