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 Post subject: Drop mechanics info/speculation
 Post Posted: Tue May 31, 2011 11:07 pm 
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Info taken from here - http://www.g-heaven.net/topics/2010/04/100411a.html (this is from PSP2, it mostly applies in PSP2i but some changes were made and Infinity Missions use a completely different drop system).

Each enemy has its own drop table. Drops from enemies are divided into type-based drops and common drops. Upon killing a monster the game instantly sets about checking for drops. It checks each drop chance in the following order:

1. The level-appropriate type drop
2. The previous level tier type drop
3. Common drops
4. Area drops
5. Meseta

If the game rolls to drop an item the item is dropped and the check ends. Enemies can't drop more than one item. If the meseta check is failed, the enemy will drop nothing.

When fighting level 1-9 enemies, the game will not check the previous tier drop, because there is no previous tier to reference. If both level tiers referenced contain the same item (as often happens with high-level enemies), the game will check the drop twice. This doesn't necessarily double the drop rate however, as different level tiers may have a different drop rate for the same item.

For example, you defeat a Chaos Sorcerer LV150 as any type other than Vanguard. The game first checks for Gravidion, the level 150-174 type drop. If that doesn't drop, it checks for Okarod, the level 125-149 tier drop. Failing that, it checks for the common drops - Halarod and Sorcerer Rod. Either item can drop. If none of those drop it will check for area drops, then meseta. If those don't come up you're left empty-handed.

Type drops
Type drops, as the name suggests, differ based on your current type (in multiplayer games, the type of the leader). The drop may change entirely based on type, or the drop might remain the same while the drop rate differs. As a rule of thumb, if you want to a hunt a particular weapon, you will get a better rate if you switch to a type that would excel with that weapon type (e.g. Hunter for axes, or Force for rods). More on that below.

PSP2 has ten such level-based drop tiers, they are:

1-9
10-29 (some Japanese sources call this 10-24, this is erroneous)
30-49
50-74
75-99 (1)
75-99 (2)
100-124
125-149
150-174
175-200

Why are there two 75-99 tiers? The first is used when fighting level 75-99 enemies. The other is used when fighting level 100-124 enemies. The two tiers are mostly the same with slight differences, possibly to avoid certain drops becoming too common at 100-124. An example of a drop chart with differences in the 75-99 tiers is Rappy Igg:

75-99 (1): Yamata-Misaki (HU), Morning Glory (RA), Togeha-zashi (FO), Morning Glory (VA)
75-99 (2): Yamata-Misaki (HU), Togeha-zashi (RA), Togeha-zashi (FO), Togeha-zashi (VA)

Morning Glory becomes a common drop for Rappy Igg at level 100+, so this change is possibly to prevent it being too common for Rangers and Vanguards.

Drop rates for a particular item tend to be higher at higher level tiers - this mostly comes into play with top-class rares. To use the Chaos Sorcerer example given above, Gravidion is both the 150-174 and 175-200 drop, but the drop rate is higher at 175-200 (this is not taking into account the game checking the Gravidion drop twice when defeating a 175+ Chaos Sorcerer!). If you want rainbow rares, it might be easier to see how high level you can go.

As PSP2i adds enemies up to 250, its drop tiers are slightly different:

1-9
10-29
30-49
50-74
75-99 (1)
75-99 (2)
100-124
125-149
150-174
175-199 (it's currently unknown if this is split into two tiers like 75-99)
200-224
225-250

For some reason many 200-224 type drops are weaker and more common than their 175-199 counterparts. An example is Pal Shark:

150-174: Fenrir
175-199: Fenrir
200-224: Blumier
225-250: Fenrir

The reason for this is unknown.

Types and drop rates
When a type is particularly suited to a weapon type, drop rates for weapons of that type tend to be higher. This isn't always the case, but is a good rule of thumb for hunting the unique rares in the game.

Psycho Wand is an example of a drop that is much more easily found as a Force than any other type. Here are the drop rates (assumed to be 175-200):

HU: 0.012% (1/8334)
RA: 0.012% (1/8334)
FO: 0.150% (1/667)
VA: 0.012% (1/8334)

Gravidion, another rod, seems to be an exception, being found more easily at 175-200 by Vanguards:

HU: 0.006% (1/16667)
RA: 0.006% (1/16667)
FO: 0.100% (1/1000)
VA: 0.180% (1/556)

That said, Gravidion is both the 150-174 and 175-200 drop for Forces, whereas Okarod drops at 150-174 for Vanguards. Therefore the drop rates may be equivalent or even slightly better for Forces as the drop will be checked twice.

Common drops
Common drops are drops that do not differ based on type - the 'common' in this case refers to them being common across all types, rather than an indicator of rarity. Not only do the drops remain the same across all types, so do the drop rates.

In PSP2 there are two level tiers for common drops, 1-99 and 100-200. In PSP2i there are three, 1-99, 100-199 and 200-250. An enemy may have up to three common drops in each level tier.

The combined drop rate for all items within a level tier is 10% at 1-99, and 5% at 100-200 (PSP2)/100-199 (PSP2i). The combined drop rate for 200-250 in PSP2i is unknown. It's important to note that the drop rates aren't equally divided between items in a particular tier. Some may be much more common than others! An example is Darbelan's common drop chart:

1-99: Virus Resist (5%, 1/20), Photon Drop (5%, 1/20)
100-200: Coni (2.5%, 1/40), Lukmin (0.250%, 1/400), Virus Resist (1/45)

Most enemies have Monomate as a common drop at 1-99. This is presumably to prevent drops such as Hama Bracer (Vulgatus) or Double Saber Replica (Jeris) from having a 10% drop rate.

Object drops
Object drops drop from boxes and destructible objects such as haystacks. It also includes boss boxes - that is to say, boxes that appear after a boss's death cutscene (as opposed to the boxes that appear after completing a non-boss mission, which usually have some regular enemy as a miniboss at the end).

One specific object has three items attached to it. These items can change based on enemy level and the character's type, as can their drop rates. The exception to this is in certain boss boxes which can drop special boss-specific rares. The items these boxes drop, as well as their drop rates, are not affected by type. When aiming for boss rares, you can pick your favourite type and go!

Object drop tiers are based on enemy level and mission difficulty. Bosses use the following tiers:

1-24
25-49
50-74
75-99
100-124
125-149
150-174
175-200 (PSP2) / 175-199 (PSP2i)

I'm not sure if there are seperate 200-224/225-250 tiers in PSP2i or one 200-250 tier.

Rare drop boosts
Outside of missions with inherent rare drop boosts there are two ways to boost your rare drop rates - the Rare Drop Boost ability and a rare drop boosting prayer from Sayo.

The Rare Drop Boost type ability is available upon getting a type to level 30. It boosts your rare drop rate by 25%. Sayo's rare drop boosting prayer is up to 15% but is random, although based on the total amount of Meseta you have donated to her, the chances of her giving you a bigger boost increase. These boosts do stack, and it is suggested that they are multiplicative, although the formula is believed to be 1.25 * 1.15 = 1.4375 (+43%) and not 25 * 15 = 375%.

These rare drop boosts do not affect common drops, and because the game checks type drops before common drops, rare drop boosts are actually detrimental when hunting for common drops and should be avoided.

Drop rates do not differ between story and multimode.

Attribute rates
The elemental attributes given to dropped weapons and shield-weaves vary based on their manufacturer. The preferred attributes of each manufacturer are:

GRM: Fire and lightning
Yohmei: Ice and light
Tenora: Earth and dark
Kubara: None

On a manufacturer-made item, each preferred attribute has a 20% chance of appearing, each non-preferred attribute has a 12.5% chance, and there is a 10% chance to have no attribute. On Kubara items, each attribute has a 15% chance of appearing, and there is a 10% chance to have no attribute.

Boosted enemies (those that have auras), boost the attribute given to a dropped item as follows:

Yellow boost (weakest) - 5% boost to the attribute of dropped items (items dropped have at least 6% attribute)
Red boost (average) - 10% boost (items dropped have at least 11% attribute)
Rainbow boost (strongest) - 20% boost (items dropped have at least 21% attribute)

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 Post subject: Re: Drop mechanics info/speculation
 Post Posted: Tue May 31, 2011 11:07 pm 
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This is largely speculatory and not official, so, you know, may not be totally accurate. Corrections and observations would be welcome.

Infinity missions use a different and exclusive drop system, of note is the fact that several types of drop are based not only on enemies, but also on the area in which the mission takes place. From testing, I believe the order the game checks Infinity mission enemy drops is:

1. Group drop
2. Level drops
3. Special drops
4. Everything else (area drops, meseta etc.)

Group drops
Group drop refers to a single drop that is shared amongst several enemies in a group. Enemies are grouped together largely by their type (Parum native, Synth, Seedform etc.) and loosely by their size, although there are some exceptions. The groups are believed to be as follows (taken from the JP wog wiki):

Parum 1 - Badira, Go Badira, Polty, Stingee, Jaggo (rare)
Parum 2 - Distova, Golmoro*, Koltova, Mizura, Volfu, Walmus, Jaggo Resona (rare)
Parum 3 - Evil Shark, Flan Blume, Ob Lily*, Pal Shark, Shagreece, Vahra/Go Vahra, Guil Shark (rare)
Parum 4 - Bal Soza, Gol Dolva, Jarba, Jeris, Polavohra
Parum 5 - Astark, Bola Vreema, Gainozeros, Grass Assassin

* Despite using a Parum droptable, these enemies appear with group 1 Stateria

Moatoob 1 - Lapucha, Nava Ludda, Naval, Vegga
Moatoob 2 - Bul Buna, Jishagara, Poison Lily, Sand Rappy, Nar Lily (rare)
Moatoob 3 - Barbarous Wolf, Savage Wolf, Vanda/Vanda Merha, Vanda Orga, Zoona, Rappy Resona (rare)
Moatoob 4 - Bil De Vear, Dago Gujeri, Drua Gohra, Kog Nadd, Lu Duggo
Moatoob 5 - Bafal Bragga, Bag Degga, Koko Melodda, Mog Boggo, Nanodragon, Bil De Melan (rare)

Neudaiz 1 - Ageeta, Ollaka, Rappy Polec, Sageeta, Rappy (rare), Rappy Guraki (rare)
Neudaiz 2 - Goshin, Kakwane, Mil Lily, Mulnuha, Zelumon
Neudaiz 3 - Booma, Go Booma, Gohmon/Olgohmon, Gol Lily, Gonan, Kudetob, Jigo Booma (rare)
Neudaiz 4 - Dakamazli, Komazli, Rappy Gugg, Tengohg, Ubakurada, Rappy Igg (rare)
Neudaiz 5 - Danoamaz, Goran-Garan, Kamatoze

Synth 1 - Bunari Kou-3, Flavit B1, Gravit S7, YG-01K BUGGE, YG-01Z BUG, YG-01U BUGGES (rare)
Synth 2 - Bysha type-Koh21, Bysha type-Otsu32, Gohma Dilla, Gohma Methna, GSM-05 Seeker, GSM-05B Bomalta, Rappy Machina (rare)
Synth 3 - Finjer B, Finjer G, Finjer R, GSM-05M Tirentos, Sinow Beat, Sinow Gold (rare)
Synth 4 - Dilla Griena, Grinna Bete C, Grinna Bete S (rare)
Synth 5 - Bead Groode, Garanz, Sinow Hidoki, Baranz (rare)

Humanoid 1 - AMF Heavy Infantry, Guardians Rosk, Guardians Rosta, Special Ops - Kanohne, Mini Rappy (rare)
Humanoid 2 - Armed Servant - Basta, Armed Servant - Obme, Armed Servant - Ozuna, Armed Servant - Taguba, Seed-Cast Sa, Seed-Cast Tw, Seed-Lab Staff (rare)
Humanoid 3 - Seed-Cast Kn, Seed-Cast Sh, Special Ops - Assault, Special Ops - Solda, Special Ops - Sparda, Special Ops - Vobis
Humanoid 4 - Little Wing Rosk, Little Wing Rosta, Rogue - Jasse, Rogue - Mazz, Rogue - Ogg
Humanoid 5 - Ill Gill, Rogue - Wikko

Seed 1 - Galdeen, Jedin, Pannon/Bel Pannon, Sendillan
Seed 2 - Delp Slami, Delsaban/Deljaban, Gaozoran, Chaos Sorcerer, Orcdillan
Seed 3 - Darvaguine, Dilnazen, Jusnagun, Seed-Ardite, Seed-Vance/Seed-Vitace, Darbelan (rare), Delnadian (rare)
Seed 4 - Carriguine, Delbiter, Seed-Argine, Zasharogan, Zoldillan
Seed 5 - Chaos Bringer, Dark Belra, Indi Belra, Vorgadillan

Stateria 1 - Tavalus, Vulgatus
Stateria 2 - Galvapas/Zamvapas, Svaltus, Orgdus (rare)
Stateria 3 - Rygutass, Varialun, Lutus Jigga (rare)
Stateria 4 - Brigandia, Nargevahl, Svaltia
Stateria 5 - Blade Mother, Force Mother, Ivarlus, Shot Mother

The level tiers for group drops appear to be 1-99, 100-199, 200-250. Group drops change based on the area and are affected by rare drop boosts. An example of group drops are those of the Parum 1 group in the Summer area (VR Resort):

1-99 - Skia Blade I
100-199 - Skia Blade II
200-250 - Skia Blade III

Level drops
Enemies have two, and possibly more (I've only seen two, but I can't confirm there aren't more) level drops per level tier, often manufacturer weapons (occasionally shield-weaves) and sometimes incorporating non-infinity mission common drops into their drop table. The level tiers for level drops appear to be 1-49, 50-99, 100-149, 150-199, 200-224, 225-250. Level drops change based on the area and are affected by rare drop boosts.

For some reason 200-224 drops appear to be all generic manufacturer weapons even if the enemy drops something more unique in the surrounding tiers. An example of level drops is given below (Ageeta in the Profusion area - VR Mizuraki/Saguraki CD):

1-49: Beni-kunai, Rod (Yohmei)
50-99: Kara-kunai, Hajirod
100-149: Fuma-hiken, Tippo Dogma
150-199: Howrod, Tippo Dogma
200-224: Shura-hiken, Halarod
225-250: Sanzu-hiken, Tippo Dogma

Special drops
Special drops are unique to certain enemies, these are often weapons based on these enemies or non-Infinity mission common drops. Special drops appear to drop at any level, resulting in S-rank weapons dropping from level 1 monsters in some situations. They do not change based on the area and are seemingly not affected by rare drop boosts (though I can't confirm this). Examples of special drops include:

Polty: Hello Polty
Gonan: Shadow Blade
Ageeta: Romulus

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 Post subject: Re: Drop mechanics info/speculation
 Post Posted: Wed Jun 01, 2011 12:33 am 
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Extremely informative post!
Thanks, Mewn.

Quote:
For some reason many 200-224 type drops are weaker and more common than their 175-199 counterparts. An example is Pal Shark:

150-174: Fenrir
175-199: Fenrir
200-224: Blumier
225-250: Fenrir

The reason for this is unknown.

This explains why I always seem to get rather crappy drops within that level range from several monsters, good to know, kinda annoying.

The reason may be to sort of "mess" with the drop check order when enemies are in the 225-250 range, since the check, as you mentioned in the post, also checks the previous tier's drop table, turning it a bit into PSO's Ultimate difficulty drop table, which had some really crappy weapons (for that difficulty) thrown into the really good weapons.

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 Post subject: Re: Drop mechanics info/speculation
 Post Posted: Wed Jun 01, 2011 12:42 am 
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Yeah, good point. The Pal Shark example is an extreme one. Many enemies that I've tested so far seem to have at least S-rank drops, e.g.:

Flan Blume - Abendrot (175-199 drop is Ultimate Chain)
Koko Melodda - Milias Breaker (175-199 drop is Sealed Nodachi)
Bola Vreema - Lampas (175-199 drop is Yasminkov 4000X)
Gol Lily - Pan Arms Blades (175-199 drop is Assassin Traitor)

Probably others I forget but those stand out right now.

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 Post subject: Re: Drop mechanics info/speculation
 Post Posted: Wed Jun 01, 2011 3:07 am 
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So this is what you've been working on recently! Great work!

ST really did make things overly complicated. D:

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