Talk:Drops

Rare drop code
Does anyone know what the chance of getting a rare drop is? In my newest save, started in 1.2.3, I've killed between 50 to 100 each skeletons and zombies, and only received a single rare drop (iron ignot). I don't think my grinder system would effect it (hole in the wall I attack them through). Anyone know? Raiu tree 05:30, 5 March 2012 (UTC)
 * The chance is small enough that trying to determine it statistically would be extremely tedious; you'd have to kill hundreds, if not thousands, of mobs to obtain accurate numbers. Fortunately, MCP was just updated for 1.2.3, so it's possible to obtain mostly-comprehensible source code. The relevant bits:


 * Skeletons drop 0 to (2 plus Looting modifier) each of arrows and bones, only rare drop is a bow. Zombies drop (0-2) + (0-Looting modifier) rotten flesh, and iron swords are never enchanted. I believe the highest Looting modifier is 3, which only increases the chance of a rare drop to 2.538%, and doesn't affect which or how many you get. -- Orthotope 08:07, 5 March 2012 (UTC)
 * Wow, thank you! So then it looks like 1 in 40 without enchantments, unless I'm (very likely) reading it wrong. Good Work! Raiu tree 21:14, 5 March 2012 (UTC)

Everyone seems to be complaining about getting very few rare drops. I seem to be experiencing quite the opposite.

Discuss other drops and orbs?
What do you think of expanding this article to cover non-rare drops and experience, or rather, all the effects of mobs' deaths? —kpreid 13:08, 6 March 2012 (UTC)
 * — I haven't seen an article on the general properties of non-rare drops. I think that all of these would have some useful commonalities for a single article (they're all entities, they all appear on death, and they each need a discussion of their probability distribution). —kpreid 13:08, 6 March 2012 (UTC)
 * — I could add the drop behavior for all mobs, wouldn't be too hard. The rare drops are distinct on a technical level, though: all mobs use the dropFewItems function, but only zombies, skeletons, and zombie pigmen use the new rare drop function. On the other hand, spiders only drop eyes when killed by a player, which is more similar to the rare drop behavior. -- Orthotope 21:02, 6 March 2012 (UTC)
 * — It will be nice to have an article about all mob drops (both rare and non-rare). I would see it as something like this. --mgr 12:04, 8 March 2012 (UTC)
 * Could be nice to have a page with all mob drops, also telling if they drop when the mobs are killed by the environment (most "older" mob drops do). C ali nou - talk × contribs » 12:25, 8 March 2012 (UTC)


 * I have data on drops (and a few other things of note) at User:Orthotope/mobs. I didn't bother making it pretty; it's not intended to appear on an article in this form. Let me know if any parts are hard to understand - the spider eye code is a bit hairy. -- Orthotope 09:00, 9 March 2012 (UTC)
 * Updated with effective ranges at normal levels of Looting, and the type of probability distribution. For some mobs, such as squid and blazes, Looting increases the range of the random number generated, so the distribution is still linear (i.e., all numbers have equal probabilities). For others such as creepers, Looting causes a second random number to be generated, resulting in a triangular distribution (biased toward the middle, like rolling a pair of dice). -- Orthotope 20:33, 10 March 2012 (UTC)

OK, there seems to be a mild consensus, so I'll go ahead and edit the article. —kpreid 12:02, 10 March 2012 (UTC)

Edit done, move done. I'll now update links to the article. —kpreid 13:10, 10 March 2012 (UTC)

Looting
I hereby confirm that looting does not add more per mob, but simply increase the CHANCE of it being dropped. This also increases the chance of the item being enchanted. This was tested with Looting Level 100 to make results more clear and responsive, but looting I through III should still behave the same way, just have less effect (it's looting 100 after all). Out of 5 bows, all 5 were enchanted. Same with all 29 gold swords. 4 Bane of Arthropods I, 1 Bane of Arthropods II, 2 Bane of Arthropods III, 2 Fire Aspect 1, 4 Smite II, 4 Smite III, 4 Sharpness I, 3 Sharpness II, and 2 Looting I. Some had 2 enchantments. With this confirmed data I will edit the page as needed. Funky3000 22:03, 6 March 2012 (UTC)


 * I've repeated your test and got similar results :). According to the source code, you can get the same enchantments as from the Enchantment Table when you choose cost 5. Few times I got two enchantments on a Golden Sword. --mgr 11:24, 8 March 2012 (UTC)


 * This bothers me, because it seems to contradict what the code says. Did you get any of the other rare drops from zombie pigmen, or just enchanted swords? -- Orthotope 21:19, 8 March 2012 (UTC)


 * It seems right to me. I've tested drops with Looting level 200. This means that inside :
 * is 200;  is between -200 and -1;   is always called with parameter 1 (because   can't be true)
 * And inside  this part will be executed:

ItemStack itemstack = new ItemStack(Item.swordGold); EnchantmentHelper.func_48441_a(rand, itemstack, 5); entityDropItem(itemstack, 0.0F);
 * which always gives us Golden Sword enchanted with a random spell that costs 5 lvls. --mgr 21:57, 8 March 2012 (UTC)


 * Okay, I was being an idiot, kept misreading the line as . So I expected Looting 100 swords to produce   in the range 0 - 100, rather than -100 - 99. This makes non-hacked Looting more useful than I had originally calculated: 4% chance of  rare drop with Looting III. -- Orthotope 01:58, 9 March 2012 (UTC)

Normal > Common?
I think "normal" drops should be called "common", anyone agrees with that? C ali nou - talk × contribs » 00:12, 14 March 2012 (UTC)


 * Sounds good to me. --mgr 13:58, 14 March 2012 (UTC)