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Diamond.png

The Drop Rate is the frequency at which a Monster is expected to produce a certain item when defeated by the players. When calculating the drop chance, divide the number of times you got a certain item by the total number of times you killed that monster. For example:

Drop Rate[]

All items have a chance of being dropped, which is expressible as a number - your Drop Rate. Drop opportunities are not necessarily a guarantee. An item, for example, with a "1 in 5" drop rate is not equivalent to: "This item will be dropped after five defeats." Each death does nothing to increase the chance of the drop itself, it is meaningless to say that more deaths give rise to more global odds.

A common misconception is that you have the guarantee of this item when you kill the monster x times, where 1/5 is the chance to drop. This is never guaranteed, no matter how many monsters you kill, the probability will approach infinitely 1 (100%) with each roll in the drop table. For example:

  • If the Hunting Dino is expected to drop a Ruby once per 1,000 kills, then the probability of getting a drop of one death is 0.1%:

Random Number Generator[]

The random number generator (or RNG) works similarly to the drop rate. It generates an unpredictable and random sequence of numbers, indicating a random chance. For example, if you kill a Deep Crab, there is a 1 in 1,000 chance of dropping a Diamond, just as a die has a 1 in 1,000 chance of rolling 1,000 with each roll, which would result in receiving the drop.

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