L2JMobius

High Five Adenas drop rate

Affer · 7 · 3620

Offline Affer

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Hello,

I have noticed that the Adenas drop rates mentionned in Rates.ini do not have influence on the drop rate in game. Here is what I did:

Setup:
- L2JMobius / High Five / Latest

Modifcation
- Set up Rates.ini with

DropAmountMultiplierByItemId = 57,100;6656,1;6657,1;6658,1;6659,1;6660,1;6661,1;6662,1;8191,1;10170,1;10314,1
DropChanceMultiplierByItemId = 57,2;21747,0;21748,0;21749,0


- Reload server and logged in to test:
-- Shift+Click on the mob, can observe Adena drop chance at 100%
-- couldn't observe mobs to aways drop adenas
-- could oberve more Adenas dropped by each mob (meaning that DropAmountMultiplierByItemId works! )

- Restarted the server and logged in again:
-- Shift +Click on the mob. can observe Adena drop chance at 100%
-- couldn't observe mobs to aways drop adenas
-- could oberve more Adenas dropped by each mob

I don't exclude the possibility that I am missing a parameter configuration, if it's the case, appologies for posting this into the bug report section.

Thanks !


Offline Helionar

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First of all, this is the Geodata subforum, you should have posted this on the Bug section (You even reference this at the bottom of your post, so maybe is just a missclick ^^)

Maybe you're exhausting the max drop occurrences. Default config is 2, and only the 100% drops (without serverside multipliers) are added to the drop list as extra items.

Are you observing missing adena when there are at least 2 drops from the monsters? Maybe they are exhausting the drop occurrence pool preventing the adena to drop.

Could you please attach here your Rates.ini file?


Offline Affer

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Oh sorry, of course this post was meant to go to the bug report, I don't know what I did.

Here is my Rates.ini

# ---------------------------------------------------------------------------
# Rate Settings
# ---------------------------------------------------------------------------
# The defaults are set to be retail-like. If you modify any of these settings your server will deviate from being retail-like.
# Warning:
# Please take extreme caution when changing anything. Also please understand what you are changing before you do so on a live server.

# ---------------------------------------------------------------------------
# Standard Settings (Retail value = 1)
# ---------------------------------------------------------------------------

# Experience multiplier
RateXp = 20
# Skill points multiplier
RateSp = 20
# Experience multiplier (Party)
RatePartyXp = 2
# Skill points multiplier (Party)
RatePartySp = 2
RateDropManor = 1
# Karma decreasing rate
# Note: -1 means RateXp so it means it will use retail rate for decreasing karma upon death or receiving exp by farming mobs.
# Default: -1
RateKarmaLost = -1
RateKarmaExpLost = 1
RateSiegeGuardsPrice = 1

# Modify the rate of reward of all extractable items and skills.
# Default: 1.
RateExtractable = 1.

# Hellbound trust increase/decrease multipliers
RateHellboundTrustIncrease = 1
RateHellboundTrustDecrease = 1

# Quest Multipliers
# Warning: Many quests need to be rewritten
# for this setting to work properly.

# Quest item drop multiplier
RateQuestDrop = 1

# Exp/SP reward multipliers
RateQuestRewardXP = 1
RateQuestRewardSP = 1

# Adena reward multiplier
RateQuestRewardAdena = 1

# Use additional item multipliers?
# Default: False
UseQuestRewardMultipliers = False

# Default reward multiplier
# When UseRewardMultipliers=False - default multiplier is used for any reward
# When UseRewardMultipliers=True  - default multiplier is used for all items not affected by additional multipliers
# Default: 1
RateQuestReward = 1

# Additional quest-reward multipliers based on item type
RateQuestRewardPotion = 1
RateQuestRewardScroll = 1
RateQuestRewardRecipe = 1
RateQuestRewardMaterial = 1


# ---------------------------------------------------------------------------
# Item Drop Rates
# ---------------------------------------------------------------------------
# Remember if you increase both chance and amount you will have higher rates than expected.
# Example: if amount multiplier is 5 and chance multiplier is 5 you will end up with 5*5 = 25 drop rates so be careful!

# Multiplies the amount of items rewarded from monsters when they die.
DeathDropAmountMultiplier = 1
# Multiplies the amount of items rewarded from monsters when a Spoil skill is used.
SpoilDropAmountMultiplier = 1
# Multiplies the amount of items rewarded from monsters when they die.
HerbDropAmountMultiplier = 1
RaidDropAmountMultiplier = 1

# Multiplies the chance of items that can be rewarded from monsters when they die.
DeathDropChanceMultiplier = 20
# Multiplies the chance of items that can be rewarded from monsters when a Spoil skill is used.
SpoilDropChanceMultiplier = 20
# Multiplies the chance of items that can be rewarded from monsters when they die.
HerbDropChanceMultiplier = 20
RaidDropChanceMultiplier = 20

# List of items affected by custom drop rate by id, used now for Adena rate too.
# Usage: itemId1,multiplier1;itemId2,multiplier2;...
# Note: Make sure the lists do NOT CONTAIN trailing spaces or spaces between the numbers!
# Example for Raid boss 1x jewelry: 6656,1;6657,1;6658,1;6659,1;6660,1;6661,1;6662,1;8191,1;10170,1;10314,1
# Disable HighFive Adventurer's Treasure Sack drops: 21747,0;21748,0;21749,0
# Default: 57,1
DropAmountMultiplierByItemId = 57,100;6656,1;6657,1;6658,1;6659,1;6660,1;6661,1;6662,1;8191,1;10170,1;10314,1
DropChanceMultiplierByItemId = 57,1;21747,0;21748,0;21749,0

# Maximum drop occurrences.
# Note: Items that have 100% drop chance without server rate multipliers
# are not counted by this value. They will drop as extra drops.
DropMaxOccurrencesNormal = 2
DropMaxOccurrencesRaidboss = 7


# ---------------------------------------------------------------------------
# Item Drop Level Difference Settings
# ---------------------------------------------------------------------------

# The min and max level difference used for level gap calculation
# this is only for how many levels higher the player is than the monster
# Default: 8
DropAdenaMinLevelDifference = 8
# Default: 15
DropAdenaMaxLevelDifference = 15

# This is the minimum level gap chance meaning for 10 that the monster will have 10% chance
# to allow dropping the item if level difference is bigger than DropAdenaMaxLevelDifference
# Note: This value is scalling from 100 to the specified value for DropAdenaMinLevelDifference to DropAdenaMaxLevelDifference limits
# Default: 10
DropAdenaMinLevelGapChance = 10

# The min and max level difference used for level gap calculation
# this is only for how many levels higher the player is than the monster
# Default: 5
DropItemMinLevelDifference = 5
# Default: 10
DropItemMaxLevelDifference = 10

# This is the minimum level gap chance meaning for 10 that the monster will have 10% chance
# to allow dropping the item if level difference is bigger than DropAdenaMaxLevelDifference
# Note: This value is scalling from 100 to the specified value for DropAdenaMinLevelDifference to DropAdenaMaxLevelDifference limits
# Default: 10
DropItemMinLevelGapChance = 10


# ---------------------------------------------------------------------------
# Vitality system rates. Works only if EnableVitality = True
# ---------------------------------------------------------------------------

# The following configures the XP multiplier of each vitality level. Basically, you have
# 5 levels, the first one being 0. Official rates are:
# Level 1: 150%
# Level 2: 200%
# Level 3: 250%
# Level 4: 300%
# Take care setting these values according to your server rates, as the can lead to huge differences!
# Example with a server rate 15x and a level 4 vitality = 3. => final server rate = 45 (15x3)!
RateVitalityLevel1 = 1.5
RateVitalityLevel2 = 2.
RateVitalityLevel3 = 2.5
RateVitalityLevel4 = 3.

# These options are to be used if you want to increase the vitality gain/lost for each mob you kills
# Default values are 1.
RateVitalityGain = 1.
RateVitalityLost = 0.6

# This defines how many times faster do the players regain their vitality when in peace zones
RateRecoveryPeaceZone = 10.

# This defines how many times faster do the players regain their vitality when offline
# Note that you need to turn on "RecoverVitalityOnReconnect" to have this option effective
RateRecoveryOnReconnect = 40.


# ---------------------------------------------------------------------------
# Player Drops (values are set in PERCENTS)
# ---------------------------------------------------------------------------

PlayerDropLimit = 0
# in %
PlayerRateDrop = 0
# in %
PlayerRateDropItem = 0
# in %
PlayerRateDropEquip = 0
# in %
PlayerRateDropEquipWeapon = 0

# Default: 10
KarmaDropLimit = 10

# Default: 40
KarmaRateDrop = 40

# Default: 50
KarmaRateDropItem = 50

# Default: 40
KarmaRateDropEquip = 40

# Default: 10
KarmaRateDropEquipWeapon = 10


# ---------------------------------------------------------------------------
# Pets (Default value = 1)
# ---------------------------------------------------------------------------

PetXpRate = 1
PetFoodRate = 1
SinEaterXpRate = 1


I guess you are refering to this section:

# Maximum drop occurrences.
# Note: Items that have 100% drop chance without server rate multipliers
# are not counted by this value. They will drop as extra drops.
DropMaxOccurrencesNormal = 2
DropMaxOccurrencesRaidboss = 7


Should I try to set DropMaxOccurrencesNormal to something greater ? To be fair, I'm not 100% sure that Adenas don't drop only when Monster drop already 2 items.


Offline Helionar

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You can try rising it, so we can discard that this is what is limiting the adena drop.

DropMaxOccurrencesNormal to 20 for example.


Offline Affer

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Thanks a lot ! now it works as it should !



Online Mobius

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