L2JMobius

How to set rates for experience and drops

Mobius · 4 · 3090

Online Mobius

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The Rates.ini file includes various rate settings, such as experience multipliers and drop rates.
Here’s a general explanation of how each configuration might affect drop chances based on the settings found so far:

EXP and SP Rates
These settings adjust the rate at which players gain experience points (EXP) and skill points (SP) from defeating monsters or completing actions.
  • RateXp and RateSp: Adjust the rate of experience (XP) and skill points (SP) players earn from defeating monsters.
    Increasing these values above 1 multiplies the XP/SP rewards by the set factor, so RateXp = 2 doubles XP rewards.
  • RatePartyXp and RatePartySp: Similar to the above, but for parties.
    Setting RatePartyXp = 1.5 means party members earn 1.5x the normal XP.


Global Death Drop Multipliers
These settings determine how item drops behave when a monster dies, affecting both the quantity and likelihood of item drops on death.

DeathDropAmountMultiplier
  • Purpose: Adjusts the amount of an item that drops upon death for monsters.
  • Configuration Format: DeathDropAmountMultiplier = Multiplier
  • Example: Setting DeathDropAmountMultiplier = 2 means that any items that would normally drop on death will now drop in double quantities.

DeathDropChanceMultiplier
  • Purpose: Modifies the probability that an item will drop upon death.
  • Configuration Format: DeathDropChanceMultiplier = Multiplier
  • Example: DeathDropChanceMultiplier = 1.5 increases the drop chance for all items by 50%, making item drops more frequent upon death.


Item-Specific Drop Multipliers
These configurations allow precise adjustments for drop amounts and chances for specific items, identified by their unique ItemID.

DropAmountMultiplierByItemId
  • Purpose: Controls the quantity of specific items that drop when awarded.
  • Configuration Format: DropAmountMultiplierByItemId = ItemID:Multiplier
  • Example: DropAmountMultiplierByItemId = 57:3 will make item 57 (e.g., currency) drop three times the standard amount.

DropChanceMultiplierByItemId
  • Purpose: Alters the drop chance of specific items, allowing control over their rarity.
  • Configuration Format: DropChanceMultiplierByItemId = ItemID:Multiplier
  • Example: DropChanceMultiplierByItemId = 4037:0.5 halves the drop chance for item 4037, making it rarer.


Notes
  • Multiplier Values: A value of 1 keeps the rate at its default level. Increasing values above 1 raises the rate, while values between 0 and 1 reduce it.
  • Disabling Drops: You can totally disable the drop of items by setting global (for all items) or specific item drop chance to 0.
  • Balancing: Adjusting drop multipliers, especially for rare items, can significantly affect the in-game economy and player behavior.
    Higher rates lead to easier access, while lower rates make items more coveted.


By changing these settings, you can create a custom progression and loot experience, shaping gameplay to fit your server's unique goals and community preferences.


Offline VladasZ

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Thanks for the explanation. Everything seems to work fine, but I have a problem with Adena drop multiplier. As far as I understand there is no separate setting for adena drop. You have to use DropAmountMultiplierByItemId. I set it to DropAmountMultiplierByItemId = 57,500 and expect to have x500 adena drop. But I still got x1 adena drop. Maybe I'm doing something wrong? I used C4, commit hash: f5e20d5183d73b32f038b212bc9d318291a34668.

Full Rates.ini file: https://pastebin.com/3bWL49V3


Online Mobius

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Online Mobius

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Hello boss!

I'm a bit confused on how the drops works. Idk if in Orc Village something changed, but in Shinemaker I didn't had problems with it.

<drop>
   <group chance="0.1">

This is what gives me problems, no matter how much I edit rates.ini, the NPC Info view Drops of a monster shows me very low % drops, like adena at 0.40% items at 0.070%, rates like that...

If i change the group chance to, for example, 10% the % of drop ups a bit... the problem is that I must do it 1 by 1 in every mob  :'(

I'm not finding where this is in java files, there is something strange with this... Like I said, in Shinemaker I didn't had problems with drop rates, but now I can't figure how to up those rates without touching 1by1 mob

ADD: What I forgot to say is that this happens in SOLO/PARTY zones where mobs have that "skill" that affects the drop/xp, if I go for example Forge of Gods (-80) the drops are 100% etc... But in late game zones its just lower than 1% D:
This is not bug reports section.
And drop chances are retail.